CGameClient::ProcessRespondCvarValue
0x001e8840 · 86 bytes · __thiscall
_ZN11CGameClient23ProcessRespondCvarValueEP20CLC_RespondCvarValue
Decompiled
undefined (2 params)
/* CGameClient::ProcessRespondCvarValue(CLC_RespondCvarValue*) */
undefined4 __thiscall
CGameClient::ProcessRespondCvarValue(CGameClient *this,CLC_RespondCvarValue *param_1)
{
if ((0 < *(int *)(param_1 + 0x4c)) && (g_pServerPluginHandler != (undefined *)0x0)) {
(**(code **)(*(int *)g_pServerPluginHandler + 0x3c))
(g_pServerPluginHandler,*(int *)(param_1 + 0x4c),*(undefined4 *)(this + 0x1d750),
*(undefined4 *)(param_1 + 0x58),*(undefined4 *)(param_1 + 0x50),
*(undefined4 *)(param_1 + 0x54));
}
return 1;
}
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.