L L4D2node

CServerPlugin::OnQueryCvarValueFinished

0x00208650 · 146 bytes · __thiscall

_ZN13CServerPlugin24OnQueryCvarValueFinishedEiP7edict_t21EQueryCvarValueStatusPKcS4_

Decompiled

undefined (6 params)

/* CServerPlugin::OnQueryCvarValueFinished(int, edict_t*, EQueryCvarValueStatus, char const*, char
   const*) */

void __thiscall
CServerPlugin::OnQueryCvarValueFinished
          (CServerPlugin *this,undefined4 param_1,undefined4 param_2,undefined4 param_4,
          undefined4 param_5,undefined4 param_6)

{
  int iVar1;
  int *piVar2;
  int iVar3;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x10)) {
    do {
      iVar1 = *(int *)(*(int *)(this + 4) + iVar3 * 4);
      if ((*(char *)(iVar1 + 0x100) == '\0') && (1 < *(int *)(iVar1 + 0x108))) {
        piVar2 = *(int **)(iVar1 + 0x104);
        if (piVar2 == (int *)0x0) {
          Warning("Unable to get callback interface for \"%s\"\n",iVar1);
        }
        (**(code **)(*piVar2 + 0x44))(piVar2,param_1,param_2,param_4,param_5,param_6);
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x10));
  }
  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)