L L4D2node

ConVar::InstallChangeCallback

0x0003f070 · 56 bytes · __thiscall

_ZN6ConVar21InstallChangeCallbackEPFvP7IConVarPKcfE

Decompiled

undefined (2 params)

/* ConVar::InstallChangeCallback(void (*)(IConVar*, char const*, float)) */

void __thiscall
ConVar::InstallChangeCallback(ConVar *this,_func_void_IConVar_ptr_char_ptr_float *param_1)

{
  *(_func_void_IConVar_ptr_char_ptr_float **)(*(int *)(this + 0x1c) + 0x44) = param_1;
  if (*(code **)(*(int *)(this + 0x1c) + 0x44) != (code *)0x0) {
    (**(code **)(*(int *)(this + 0x1c) + 0x44))
              (this + 0x18,*(undefined4 *)(this + 0x24),*(undefined4 *)(this + 0x2c));
  }
  return;
}

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)