L L4D2node

ConVar_Register

0x00247880 · 168 bytes · __cdecl

_Z15ConVar_RegisteriP23IConCommandBaseAccessor

Decompiled

undefined (2 params)

/* ConVar_Register(int, IConCommandBaseAccessor*) */

void ConVar_Register(int param_1,IConCommandBaseAccessor *param_2)

{
  int *piVar1;
  int *piVar2;
  
  if ((g_pCVar != (int *)0x0) && (s_bRegistered == '\0')) {
    s_bRegistered = 1;
    s_nCVarFlag = param_1;
    s_nDLLIdentifier = (**(code **)(*g_pCVar + 0x14))(g_pCVar);
    ConCommandBase::s_pAccessor = (IConCommandBaseAccessor *)&s_DefaultAccessor;
    piVar2 = ConCommandBase::s_pConCommandBases;
    if (param_2 != (IConCommandBaseAccessor *)0x0) {
      ConCommandBase::s_pAccessor = param_2;
    }
    while (piVar2 != (int *)0x0) {
      piVar1 = (int *)piVar2[1];
      (**(code **)(*piVar2 + 0x10))(piVar2,s_nCVarFlag);
      (**(code **)(*piVar2 + 0x30))(piVar2);
      piVar2 = piVar1;
    }
    (**(code **)(*g_pCVar + 0x70))(g_pCVar);
    (**(code **)(*g_pCVar + 0x94))(g_pCVar);
    ConCommandBase::s_pConCommandBases = (int *)0x0;
    return;
  }
  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)