L L4D2node

CCvarQuery::AreConVarsLinkable

0x0012a340 · 491 bytes · __thiscall

_ZN10CCvarQuery18AreConVarsLinkableEPK6ConVarS2_

Decompiled

undefined (3 params)

/* CCvarQuery::AreConVarsLinkable(ConVar const*, ConVar const*) */

byte __thiscall CCvarQuery::AreConVarsLinkable(CCvarQuery *this,ConVar *param_1,ConVar *param_2)

{
  byte bVar1;
  byte bVar2;
  char cVar3;
  undefined4 uVar4;
  byte bVar5;
  
  bVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x2000);
  bVar2 = (**(code **)(*(int *)param_2 + 0xc))(param_2,0x2000);
  bVar5 = bVar2 & bVar1;
  if (bVar5 == 0) {
    if (bVar2 == 0 && bVar1 == 0) {
      cVar3 = (**(code **)(*(int *)param_2 + 0xc))(param_2,8);
      if (cVar3 != '\0') {
        uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
        ConMsg("Parent cvar in client.dll not allowed (%s)\n",uVar4);
        return 0;
      }
      cVar3 = (**(code **)(*(int *)param_2 + 0xc))(param_2,4);
      if (cVar3 != '\0') {
        uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
        ConMsg("Parent cvar in server.dll not allowed (%s)\n",uVar4);
        return 0;
      }
      return 1;
    }
    uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
    ConMsg("Both ConVars must be marked FCVAR_REPLICATED for linkage to work (%s)\n",uVar4);
  }
  else {
    cVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x20);
    if ((cVar3 != '\0') ||
       (cVar3 = (**(code **)(*(int *)param_2 + 0xc))(param_2,0x20), cVar3 != '\0')) {
      uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
      ConMsg("FCVAR_REPLICATED can\'t also be FCVAR_PROTECTED (%s)\n",uVar4);
      return 0;
    }
    cVar3 = (**(code **)(*(int *)param_1 + 8))(param_1);
    if ((cVar3 == '\0') && (cVar3 = (**(code **)(*(int *)param_2 + 8))(param_2), cVar3 == '\0')) {
      cVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1,4);
      if (((cVar3 != '\0') &&
          (cVar3 = (**(code **)(*(int *)param_2 + 0xc))(param_2,8), cVar3 == '\0')) ||
         ((cVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1,8), cVar3 != '\0' &&
          (cVar3 = (**(code **)(*(int *)param_2 + 0xc))(param_2,4), cVar3 == '\0')))) {
        bVar5 = 0;
        uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
        ConMsg("For FCVAR_REPLICATED, ConVar must be defined in client and game .dlls (%s)\n",uVar4)
        ;
      }
    }
    else {
      bVar5 = 0;
      uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
      ConMsg("FCVAR_REPLICATED not valid on ConCommands (%s)\n",uVar4);
    }
  }
  return bVar5;
}

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)