L L4D2node

CServerPlugin::StartQueryCvarValue

0x00208b40 · 99 bytes · __thiscall

_ZN13CServerPlugin19StartQueryCvarValueEP7edict_tPKc

Decompiled

undefined (3 params)

/* CServerPlugin::StartQueryCvarValue(edict_t*, char const*) */

undefined4 __thiscall
CServerPlugin::StartQueryCvarValue(CServerPlugin *this,edict_t *param_1,char *param_2)

{
  int iVar1;
  IClient *pIVar2;
  undefined4 uVar3;
  
  iVar1 = NUM_FOR_EDICT(param_1);
  if ((0 < iVar1) && (iVar1 <= DAT_003b8080)) {
    iVar1 = *(int *)(DAT_003b8074 + -4 + iVar1 * 4);
    pIVar2 = (IClient *)0x0;
    if (iVar1 != 0) {
      pIVar2 = (IClient *)(iVar1 + 4);
    }
    uVar3 = SendCvarValueQueryToClient(pIVar2,param_2,true);
    return uVar3;
  }
  Warning("StartQueryCvarValue: Invalid entity\n");
  return 0xffffffff;
}

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)