L L4D2node

Host_CountVariablesWithFlags

0x00176480 · 194 bytes · __cdecl

_Z28Host_CountVariablesWithFlagsib

Decompiled

undefined (2 params)

/* Host_CountVariablesWithFlags(int, bool) */

int Host_CountVariablesWithFlags(int param_1,bool param_2)

{
  char cVar1;
  int *piVar2;
  ConVar *this;
  char *pcVar3;
  int iVar4;
  char *pcVar5;
  int local_24;
  
  piVar2 = (int *)(**(code **)(*g_pCVar + 0x98))(g_pCVar);
                    /* try { // try from 001764a7 to 0017652f has its CatchHandler @ 00176547 */
  (**(code **)(*piVar2 + 8))(piVar2);
  local_24 = 0;
  do {
    cVar1 = (**(code **)(*piVar2 + 0x10))(piVar2);
    if (cVar1 == '\0') {
      (**(code **)(*piVar2 + 4))(piVar2);
      return local_24;
    }
    this = (ConVar *)(**(code **)(*piVar2 + 0x14))(piVar2);
    cVar1 = (**(code **)(*(int *)this + 8))(this);
    if (cVar1 == '\0') {
      cVar1 = (**(code **)(*(int *)this + 0xc))(this,param_1);
      if (cVar1 != '\0') {
        if (param_2) {
          pcVar5 = "FCVAR_NEVER_AS_STRING";
          if ((((byte)this[0x15] & 0x10) == 0) &&
             (pcVar5 = *(char **)(*(int *)(this + 0x1c) + 0x24), pcVar5 == (char *)0x0)) {
            pcVar5 = "";
          }
          pcVar3 = (char *)ConVar::GetDefault(this);
          iVar4 = V_strcasecmp(pcVar3,pcVar5);
          if (iVar4 == 0) goto LAB_00176520;
        }
        local_24 = local_24 + 1;
      }
    }
LAB_00176520:
    (**(code **)(*piVar2 + 0xc))(piVar2);
  } while( true );
}

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)