L L4D2node

SV_CheatsChanged_f

0x001fb6f0 · 215 bytes · __cdecl

_ZL18SV_CheatsChanged_fP7IConVarPKcf

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* SV_CheatsChanged_f(IConVar*, char const*, float) */

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

{
  bool bVar1;
  char cVar2;
  int iVar3;
  int *local_14;
  int local_10;
  
  ConVarRef::ConVarRef((ConVarRef *)&local_14,param_1);
  if (*(int *)(local_10 + 0x30) == 0) {
    if (param_3 != 0.0) {
      (**(code **)(*g_pCVar + 0x60))(g_pCVar,0x4000);
      DevMsg("FCVAR_CHEAT cvars reverted to defaults.\n");
    }
    return;
  }
  if (param_3 != 0.0) {
    return;
  }
  cVar2 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
  if (cVar2 == '\0') {
    return;
  }
  if ((g_pMatchFramework == (int *)0x0) ||
     (iVar3 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework), iVar3 == 0)) {
    bVar1 = true;
  }
  else {
    bVar1 = false;
  }
  if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) && (*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0))
     && (bVar1)) {
    return;
  }
  (**(code **)(*local_14 + 8))(local_14,0);
  Msg(
     "Can\'t use cheats now; please exit to main menu and start your own listen server with \"map mapname\" so that you could enable cheats.\n"
     );
  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)