CCvarUtilities::CvarFindFlags_f
0x00129150 · 277 bytes · __thiscall
_ZN14CCvarUtilities15CvarFindFlags_fERK8CCommand
Decompiled
undefined (2 params)
/* CCvarUtilities::CvarFindFlags_f(CCommand const&) */
void __thiscall CCvarUtilities::CvarFindFlags_f(CCvarUtilities *this,CCommand *param_1)
{
char *pcVar1;
undefined *puVar2;
char cVar3;
int *piVar4;
ConCommandBase *pCVar5;
int iVar6;
undefined **ppuVar7;
if (1 < *(int *)param_1) {
pcVar1 = *(char **)(param_1 + 0x40c);
piVar4 = (int *)(**(code **)(*g_pCVar + 0x98))(g_pCVar);
/* try { // try from 00129185 to 0012921a has its CatchHandler @ 0012926e */
(**(code **)(*piVar4 + 8))(piVar4);
while( true ) {
cVar3 = (**(code **)(*piVar4 + 0x10))(piVar4);
if (cVar3 == '\0') break;
pCVar5 = (ConCommandBase *)(**(code **)(*piVar4 + 0x14))(piVar4);
cVar3 = (**(code **)(*(int *)pCVar5 + 0xc))(pCVar5,2);
if (cVar3 == '\0') {
cVar3 = (**(code **)(*(int *)pCVar5 + 0xc))(pCVar5,0x10);
if (cVar3 == '\0') {
ppuVar7 = (undefined **)&g_ConVarFlags;
do {
cVar3 = (**(code **)(*(int *)pCVar5 + 0xc))(pCVar5,*ppuVar7);
if (cVar3 != '\0') {
iVar6 = _V_stricmp(ppuVar7[1],pcVar1);
if (iVar6 == 0) {
ConVar_PrintDescription(pCVar5);
}
}
ppuVar7 = ppuVar7 + 3;
} while (ppuVar7 != &cv);
}
}
(**(code **)(*piVar4 + 0xc))(piVar4);
}
/* WARNING: Could not recover jumptable at 0x0012922a. Too many branches */
/* WARNING: Treating indirect jump as call */
(**(code **)(*piVar4 + 4))();
return;
}
ppuVar7 = &PTR_s_ARCHIVE_00340cc4;
ConMsg("Usage: findflags <string>\n");
ConMsg("Available flags to search for: \n");
do {
puVar2 = *ppuVar7;
ppuVar7 = ppuVar7 + 3;
ConMsg(" - %s\n",puVar2);
} while (ppuVar7 !=
(undefined **)
&CUtlRBTree<ConCommandBase_const*,unsigned_short,bool(*)(ConCommandBase_const*const&,ConCommandBase_const*const&),CUtlMemory<UtlRBTreeNode_t<ConCommandBase_const*,unsigned_short>,unsigned_short>>
::Links(unsigned_short)::s_Sentinel);
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.