L L4D2node

CCvarUtilities::CvarToggle

0x00128e90 · 295 bytes · __thiscall

_ZN14CCvarUtilities10CvarToggleERK8CCommand

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  char cVar2;
  ConCommandBase *pCVar3;
  char *pcVar4;
  char *pcVar5;
  int iVar6;
  undefined1 *puVar7;
  int iVar8;
  
  iVar1 = *(int *)param_1;
  if (iVar1 < 2) {
    ConMsg("Usage:  toggle <cvarname> [value1] [value2] [value3]...\n");
    return;
  }
  pCVar3 = (ConCommandBase *)
           (**(code **)(*g_pCVar + 0x30))(g_pCVar,*(undefined4 *)(param_1 + 0x40c));
  pcVar4 = "";
  if (1 < *(int *)param_1) {
    pcVar4 = *(char **)(param_1 + 0x40c);
  }
  cVar2 = IsValidToggleCommand(this,pcVar4);
  if (cVar2 == '\0') {
    return;
  }
  iVar8 = 2;
  if (iVar1 == 2) {
    (**(code **)(*(int *)pCVar3 + 0x44))(pCVar3,*(int *)(*(int *)(pCVar3 + 0x1c) + 0x30) == 0);
  }
  else {
    do {
      pcVar4 = "";
      if (iVar8 < *(int *)param_1) {
        pcVar4 = *(char **)(param_1 + iVar8 * 4 + 0x408);
      }
      pcVar5 = "FCVAR_NEVER_AS_STRING";
      if (((byte)pCVar3[0x15] & 0x10) == 0) {
        pcVar5 = "";
        if (*(char **)(*(int *)(pCVar3 + 0x1c) + 0x24) != (char *)0x0) {
          pcVar5 = *(char **)(*(int *)(pCVar3 + 0x1c) + 0x24);
        }
      }
      iVar6 = _V_strcmp(pcVar5,pcVar4);
    } while ((iVar6 != 0) && (iVar8 = iVar8 + 1, iVar8 < iVar1));
    iVar8 = iVar8 + 1;
    if (iVar1 <= iVar8) {
      iVar8 = 2;
    }
    puVar7 = &DAT_002c79d4;
    if (iVar8 < *(int *)param_1) {
      puVar7 = *(undefined1 **)(param_1 + iVar8 * 4 + 0x408);
    }
    (**(code **)(*(int *)pCVar3 + 0x3c))(pCVar3,puVar7);
  }
  ConVar_PrintDescription(pCVar3);
  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)