L L4D2node

CCvarUtilities::ResetConVarsToDefaultValues

0x00128b10 · 151 bytes · __thiscall

_ZN14CCvarUtilities27ResetConVarsToDefaultValuesEPKc

Decompiled

undefined (2 params)

/* CCvarUtilities::ResetConVarsToDefaultValues(char const*) */

void __thiscall CCvarUtilities::ResetConVarsToDefaultValues(CCvarUtilities *this,char *param_1)

{
  char cVar1;
  int *piVar2;
  ConVar *this_00;
  size_t __n;
  void *__s2;
  int iVar3;
  
  piVar2 = (int *)(**(code **)(*g_pCVar + 0x98))(g_pCVar);
                    /* try { // try from 00128b33 to 00128b99 has its CatchHandler @ 00128baf */
  (**(code **)(*piVar2 + 8))(piVar2);
  do {
    cVar1 = (**(code **)(*piVar2 + 0x10))(piVar2);
    if (cVar1 == '\0') {
                    /* WARNING: Could not recover jumptable at 0x00128bad. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      (**(code **)(*piVar2 + 4))();
      return;
    }
    this_00 = (ConVar *)(**(code **)(*piVar2 + 0x14))(piVar2);
    cVar1 = (**(code **)(*(int *)this_00 + 8))(this_00);
    if (cVar1 == '\0') {
      if (param_1 != (char *)0x0) {
        __n = strlen(param_1);
        __s2 = (void *)(**(code **)(*(int *)this_00 + 0x1c))(this_00);
        iVar3 = memcmp(param_1,__s2,__n);
        if (iVar3 != 0) goto LAB_00128b8a;
      }
      ConVar::Revert(this_00);
    }
LAB_00128b8a:
    (**(code **)(*piVar2 + 0xc))(piVar2);
  } while( true );
}

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)