CCvarUtilities::IsValidToggleCommand
0x00128990 · 357 bytes · __thiscall
_ZN14CCvarUtilities20IsValidToggleCommandEPKc
Decompiled
undefined (2 params)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CCvarUtilities::IsValidToggleCommand(char const*) */
undefined4 __thiscall CCvarUtilities::IsValidToggleCommand(CCvarUtilities *this,char *param_1)
{
char cVar1;
int *piVar2;
int iVar3;
undefined1 *puVar4;
undefined4 uVar5;
undefined4 uVar6;
piVar2 = (int *)(**(code **)(*g_pCVar + 0x30))(g_pCVar,param_1);
if (piVar2 == (int *)0x0) {
ConMsg("%s is not a valid cvar\n",param_1);
return 0;
}
cVar1 = (**(code **)(*piVar2 + 0xc))(piVar2,2);
if ((cVar1 != '\0') || (cVar1 = (**(code **)(*piVar2 + 0xc))(piVar2,0x10), cVar1 != '\0')) {
return 0;
}
(**(code **)(*piVar2 + 0xc))(piVar2,0x40);
(**(code **)(*piVar2 + 0xc))(piVar2,0x400000);
cVar1 = (**(code **)(*piVar2 + 0xc))(piVar2,0x4000);
if ((cVar1 == '\0') || (cVar1 = Host_IsSinglePlayerGame(), cVar1 != '\0')) goto LAB_00128a29;
cVar1 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
if (cVar1 == '\0') {
puVar4 = sv_cheats;
LAB_00128ac5:
if (*(int *)(*(int *)(puVar4 + 0x1c) + 0x30) != 0) goto LAB_00128a29;
}
else {
if ((g_pMatchFramework == (int *)0x0) ||
(iVar3 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework), iVar3 == 0)) {
puVar4 = sv_cheats;
}
else {
puVar4 = (undefined1 *)0x0;
}
if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) &&
(*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0)) && (puVar4 != (undefined1 *)0x0))
goto LAB_00128ac5;
}
uVar5 = Cmd_IsRptActive();
if ((char)uVar5 == '\0') {
uVar6 = (**(code **)(*piVar2 + 0x1c))(piVar2);
ConMsg("Can\'t use cheat cvar %s in multiplayer, unless the server has sv_cheats set to 1.\n",
uVar6);
return uVar5;
}
LAB_00128a29:
(**(code **)(*piVar2 + 0xc))(piVar2,0x2000);
return 1;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.