L L4D2node

OnChangeTelemetryLevel

0x00175700 · 79 bytes · __cdecl

_ZL22OnChangeTelemetryLevelP7IConVarPKcf

Decompiled

undefined (3 params)

/* OnChangeTelemetryLevel(IConVar*, char const*, float) */

void OnChangeTelemetryLevel(IConVar *param_1,char *param_2,float param_3)

{
  IConVar *pIVar1;
  ulong uVar2;
  char *__nptr;
  char *local_10 [3];
  
  pIVar1 = (IConVar *)0x0;
  if (param_1 != (IConVar *)0x0) {
    pIVar1 = param_1 + -0x18;
  }
  __nptr = "FCVAR_NEVER_AS_STRING";
  if (((byte)pIVar1[0x15] & 0x10) == 0) {
    __nptr = "";
    if (*(char **)(*(int *)(pIVar1 + 0x1c) + 0x24) != (char *)0x0) {
      __nptr = *(char **)(*(int *)(pIVar1 + 0x1c) + 0x24);
    }
  }
  uVar2 = strtoul(__nptr,local_10,0);
  TelemetrySetLevel(uVar2);
  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)