CCvarUtilities::CountVariablesWithFlags
0x00128c50 · 119 bytes · __thiscall
_ZN14CCvarUtilities23CountVariablesWithFlagsEi
Decompiled
undefined (2 params)
/* CCvarUtilities::CountVariablesWithFlags(int) */
int __thiscall CCvarUtilities::CountVariablesWithFlags(CCvarUtilities *this,int param_1)
{
char cVar1;
int *piVar2;
int *piVar3;
int iVar4;
piVar2 = (int *)(**(code **)(*g_pCVar + 0x98))(g_pCVar);
/* try { // try from 00128c70 to 00128cb9 has its CatchHandler @ 00128cd0 */
(**(code **)(*piVar2 + 8))(piVar2);
iVar4 = 0;
while( true ) {
cVar1 = (**(code **)(*piVar2 + 0x10))(piVar2);
if (cVar1 == '\0') break;
piVar3 = (int *)(**(code **)(*piVar2 + 0x14))(piVar2);
cVar1 = (**(code **)(*piVar3 + 8))(piVar3);
if (cVar1 == '\0') {
cVar1 = (**(code **)(*piVar3 + 0xc))(piVar3,param_1);
iVar4 = (iVar4 + 1) - (uint)(cVar1 == '\0');
}
(**(code **)(*piVar2 + 0xc))(piVar2);
}
(**(code **)(*piVar2 + 4))(piVar2);
return iVar4;
}
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.