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 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.