L L4D2node

CVEngineServer::SetFakeClientConVarValue

0x0022bd90 · 105 bytes · __thiscall

_ZN14CVEngineServer24SetFakeClientConVarValueEP7edict_tPKcS3_

Decompiled

undefined (4 params)

/* CVEngineServer::SetFakeClientConVarValue(edict_t*, char const*, char const*) */

void __thiscall
CVEngineServer::SetFakeClientConVarValue
          (CVEngineServer *this,edict_t *param_1,char *param_2,char *param_3)

{
  int *piVar1;
  char cVar2;
  int iVar3;
  
  iVar3 = NUM_FOR_EDICT(param_1);
  if ((iVar3 < 1) || (DAT_003b8080 < iVar3)) {
    Host_Error("DLL_SetView: not a client");
  }
  piVar1 = *(int **)(DAT_003b8074 + -4 + iVar3 * 4);
  cVar2 = (**(code **)(*piVar1 + 0x78))(piVar1);
  if (cVar2 != '\0') {
    (**(code **)(*piVar1 + 0xfc))(piVar1,param_2,param_3);
    *(undefined1 *)(piVar1 + 0x2d) = 1;
  }
  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)