L L4D2node

CCvarUtilities::CvarHelp

0x00128cf0 · 92 bytes · __thiscall

_ZN14CCvarUtilities8CvarHelpERK8CCommand

Decompiled

undefined (2 params)

/* CCvarUtilities::CvarHelp(CCommand const&) */

void __thiscall CCvarUtilities::CvarHelp(CCvarUtilities *this,CCommand *param_1)

{
  ConCommandBase *pCVar1;
  
  if (*(int *)param_1 != 2) {
    ConMsg("Usage:  help <cvarname>\n");
    return;
  }
  pCVar1 = (ConCommandBase *)
           (**(code **)(*g_pCVar + 0x28))(g_pCVar,*(undefined4 *)(param_1 + 0x40c));
  if (pCVar1 != (ConCommandBase *)0x0) {
    ConVar_PrintDescription(pCVar1);
    return;
  }
  ConMsg("help:  no cvar or command named %s\n");
  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)