SplitScreenConVarRef::SplitScreenConVarRef
0x00248660 · 208 bytes · __thiscall
_ZN20SplitScreenConVarRefC1EP7IConVar
Decompiled
undefined (2 params)
/* SplitScreenConVarRef::SplitScreenConVarRef(IConVar*) */
void __thiscall
SplitScreenConVarRef::SplitScreenConVarRef(SplitScreenConVarRef *this,IConVar *param_1)
{
int iVar1;
IConVar *pIVar2;
undefined4 uVar3;
undefined1 *puVar4;
int iVar5;
int in_GS_OFFSET;
char local_120 [256];
int local_20;
iVar5 = 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pIVar2 = (IConVar *)(s_EmptyConVar + 0x18);
if (param_1 != (IConVar *)0x0) {
pIVar2 = param_1;
}
*(IConVar **)this = pIVar2;
*(IConVar **)(this + 4) = pIVar2 + -0x18;
do {
iVar1 = iVar5 * 8;
uVar3 = *(undefined4 *)(this + iVar5 * 8 + 4);
iVar5 = iVar5 + 1;
*(undefined4 *)this = *(undefined4 *)(this + iVar1);
*(undefined4 *)(this + 4) = uVar3;
uVar3 = (**(code **)(*(int *)param_1 + 0x10))(param_1);
V_snprintf(local_120,0x100,"%s%d",uVar3,iVar5);
if (g_pCVar == (int *)0x0) {
puVar4 = s_EmptyConVar;
LAB_002486f0:
puVar4 = puVar4 + 0x18;
*(undefined1 **)this = puVar4;
}
else {
puVar4 = (undefined1 *)(**(code **)(*g_pCVar + 0x30))(g_pCVar,local_120);
if (puVar4 != (undefined1 *)0x0) goto LAB_002486f0;
*(undefined4 *)this = 0x3f3ef8;
puVar4 = (undefined1 *)0x3f3ef8;
}
*(undefined1 **)(this + 4) = puVar4 + -0x18;
if (iVar5 == 4) {
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
} while( true );
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.