L L4D2node

ConVarRef::ConVarRef

0x0003f290 · 29 bytes · __thiscall

_ZN9ConVarRefC2EP7IConVar

Decompiled

undefined (2 params)

/* ConVarRef::ConVarRef(IConVar*) */

void __thiscall ConVarRef::ConVarRef(ConVarRef *this,IConVar *param_1)

{
  IConVar *pIVar1;
  
  pIVar1 = (IConVar *)(s_EmptyConVar + 0x18);
  if (param_1 != (IConVar *)0x0) {
    pIVar1 = param_1;
  }
  *(IConVar **)this = pIVar1;
  *(IConVar **)(this + 4) = pIVar1 + -0x18;
  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)