ConVar::InternalSetValue
0x0003e320 · 382 bytes · __thiscall
_ZN6ConVar16InternalSetValueEPKc
Decompiled
undefined (2 params)
/* ConVar::InternalSetValue(char const*) */
void __thiscall ConVar::InternalSetValue(ConVar *this,char *param_1)
{
undefined4 uVar1;
char cVar2;
undefined4 uVar3;
char *pcVar4;
int in_GS_OFFSET;
longdouble lVar5;
double dVar6;
float local_44;
char local_40 [32];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
cVar2 = (**(code **)(*(int *)this + 0xc))(this,0xb00000);
if ((cVar2 != '\0') && (g_pCVar != (int *)0x0)) {
cVar2 = (**(code **)(*g_pCVar + 0x80))(g_pCVar);
if (cVar2 == '\0') {
(**(code **)(*g_pCVar + 0x84))(g_pCVar,this,param_1);
goto LAB_0003e3e3;
}
}
uVar1 = *(undefined4 *)(this + 0x2c);
pcVar4 = "";
if (param_1 != (char *)0x0) {
pcVar4 = param_1;
}
lVar5 = (longdouble)V_atod(param_1);
dVar6 = (double)lVar5;
local_44 = (float)lVar5;
if (((uint)local_44 & 0x7f800000) == 0x7f800000) {
uVar3 = (**(code **)(*(int *)this + 0x1c))(this);
Warning("Warning: %s = \'%s\' is infinite, clamping value.\n",uVar3,param_1);
local_44 = 3.4028235e+38;
dVar6 = 3.4028234663852886e+38;
}
cVar2 = (**(code **)(*(int *)this + 0x5c))(this,&local_44);
if (cVar2 != '\0') {
pcVar4 = local_40;
dVar6 = (double)local_44;
V_snprintf(pcVar4,0x20,"%f",dVar6);
}
*(float *)(this + 0x2c) = local_44;
*(int *)(this + 0x30) = (int)dVar6;
if (((byte)this[0x15] & 0x10) == 0) {
(**(code **)(*(int *)this + 0x60))(this,pcVar4,uVar1);
}
LAB_0003e3e3:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.