L L4D2node

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 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)