CCvarUtilities::EnableDevCvars
0x00128bd0 · 94 bytes · __cdecl
_ZN14CCvarUtilities14EnableDevCvarsEv
Decompiled
undefined (0 params)
/* CCvarUtilities::EnableDevCvars() */
void CCvarUtilities::EnableDevCvars(void)
{
char cVar1;
int *piVar2;
int *piVar3;
int *piStack00000004;
piVar2 = (int *)(**(code **)(*g_pCVar + 0x98))(g_pCVar);
/* try { // try from 00128bef to 00128c1d has its CatchHandler @ 00128c32 */
(**(code **)(*piVar2 + 8))(piVar2);
while( true ) {
cVar1 = (**(code **)(*piVar2 + 0x10))(piVar2);
if (cVar1 == '\0') break;
piVar3 = (int *)(**(code **)(*piVar2 + 0x14))(piVar2);
(**(code **)(*piVar3 + 0x14))(piVar3,2);
(**(code **)(*piVar2 + 0xc))(piVar2);
}
piStack00000004 = piVar2;
/* WARNING: Could not recover jumptable at 0x00128c30. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar2 + 4))();
return;
}
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.