L L4D2node

ConVarNetworkChangeCallback

0x00128050 · 369 bytes · __cdecl

_ZL27ConVarNetworkChangeCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* ConVarNetworkChangeCallback(IConVar*, char const*, float) */

void ConVarNetworkChangeCallback(IConVar *param_1,char *param_2,float param_3)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  ConVar *pCVar4;
  int *piVar5;
  undefined4 uVar6;
  int *local_24;
  int local_20;
  
  ConVarRef::ConVarRef((ConVarRef *)&local_24,param_1);
  if (param_2 == (char *)0x0) {
    if (param_3 == *(float *)(local_20 + 0x2c)) {
      return;
    }
  }
  else {
    iVar3 = _V_strcmp(*(char **)(local_20 + 0x24),param_2);
    if (iVar3 == 0) {
      return;
    }
  }
  (**(code **)(*local_24 + 0x18))(local_24,0x200);
  cVar2 = (**(code **)(*local_24 + 0x18))(local_24,0x100);
  if ((cVar2 != '\0') &&
     (piVar5 = (int *)(**(code **)(s_GameEventManager + 0x1c))
                                (&s_GameEventManager,"server_cvar",0,0), piVar5 != (int *)0x0)) {
    pcVar1 = *(code **)(*piVar5 + 0x3c);
    uVar6 = (**(code **)(*local_24 + 0x10))(local_24);
    (*pcVar1)(piVar5,"cvarname",uVar6);
    cVar2 = (**(code **)(*local_24 + 0x18))(local_24,0x20);
    if (cVar2 == '\0') {
      (**(code **)(*piVar5 + 0x3c))(piVar5,"cvarvalue",*(undefined4 *)(local_20 + 0x24));
    }
    else {
      (**(code **)(*piVar5 + 0x3c))(piVar5,"cvarvalue","***PROTECTED***");
    }
    (**(code **)(s_GameEventManager + 0x20))(&s_GameEventManager,piVar5,0);
  }
  cVar2 = (**(code **)(*local_24 + 0x18))(local_24,0x2000);
  if ((cVar2 != '\0') && (1 < DAT_003b7f64)) {
    pCVar4 = (ConVar *)0x0;
    if (param_1 != (IConVar *)0x0) {
      pCVar4 = (ConVar *)(param_1 + -0x18);
    }
    SV_ReplicateConVarChange(pCVar4,*(char **)(local_20 + 0x24));
    return;
  }
  return;
}

SourceMod gamedata

paste into addons/sourcemod/gamedata/<your_plugin>.txt
used as the SourceMod key — change to fit your plugin's convention
SourceMod library name (server / engine / matchmaking)

Just a Signatures{} block, ready to drop into a gamedata file. Wire it up in your plugin however you like - SDKCall, DHooks, raw memory ops, or anything else.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)