L L4D2node

DeveloperChangeCallback

0x00214bb0 · 111 bytes · __cdecl

_Z23DeveloperChangeCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* DeveloperChangeCallback(IConVar*, char const*, float) */

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

{
  int iVar1;
  undefined4 uVar2;
  ConVarRef local_14 [4];
  int local_10;
  
  ConVarRef::ConVarRef(local_14,param_1);
  iVar1 = *(int *)(local_10 + 0x30);
  if (iVar1 < 1) {
    LoggingSystem_SetChannelSpewLevelByTag("Developer",3);
  }
  else {
    LoggingSystem_SetChannelSpewLevelByTag("Developer",0);
    uVar2 = 0;
    if (iVar1 != 1) goto LAB_00214bee;
  }
  uVar2 = 3;
LAB_00214bee:
  LoggingSystem_SetChannelSpewLevelByTag("DeveloperVerbose",uVar2);
  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)