ConVar::ClampValue
0x0003e610 · 55 bytes · __thiscall
_ZN6ConVar10ClampValueERf
Decompiled
undefined (2 params)
/* ConVar::ClampValue(float&) */
ConVar __thiscall ConVar::ClampValue(ConVar *this,float *param_1)
{
ConVar CVar1;
float fVar2;
CVar1 = this[0x34];
if ((CVar1 == (ConVar)0x0) ||
(fVar2 = *(float *)(this + 0x38), fVar2 < *param_1 || fVar2 == *param_1)) {
CVar1 = this[0x3c];
if (CVar1 == (ConVar)0x0) {
return (ConVar)0x0;
}
fVar2 = *(float *)(this + 0x40);
if (*param_1 <= fVar2) {
return (ConVar)0x0;
}
}
*param_1 = fVar2;
return CVar1;
}
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.