ConVar::ConVar
0x0003ef30 · 136 bytes · __thiscall
_ZN6ConVarC2EPKcS1_iS1_PFvP7IConVarS1_fE
Decompiled
undefined (6 params)
/* ConVar::ConVar(char const*, char const*, int, char const*, void (*)(IConVar*, char const*,
float)) */
void __thiscall
ConVar::ConVar(ConVar *this,char *param_1,char *param_2,int param_3,char *param_4,
_func_void_IConVar_ptr_char_ptr_float *param_5)
{
this[8] = (ConVar)0x0;
*(undefined4 *)(this + 0xc) = 0;
*(undefined4 *)(this + 0x10) = 0;
*(undefined4 *)(this + 0x14) = 0;
*(undefined4 *)(this + 4) = 0;
*(undefined ***)this = &PTR__ConVar_000b28c8;
*(undefined ***)(this + 0x18) = &PTR_SetValue_000b2938;
/* try { // try from 0003efad to 0003efb1 has its CatchHandler @ 0003efb8 */
Create(this,param_1,param_2,param_3,param_4,false,0.0,false,0.0,param_5);
return;
}
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.