L L4D2node

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 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)