L L4D2node

ConVar_PrintFlags

0x0003f5a0 · 630 bytes · __cdecl

_Z17ConVar_PrintFlagsPK14ConCommandBase

Decompiled

undefined (1 param)

/* ConVar_PrintFlags(ConCommandBase const*) */

void ConVar_PrintFlags(ConCommandBase *param_1)

{
  char cVar1;
  char cVar2;
  char cVar3;
  char cVar4;
  char cVar5;
  char cVar6;
  char cVar7;
  char cVar8;
  char cVar9;
  char cVar10;
  char cVar11;
  char cVar12;
  
  cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,4);
  if (cVar1 != '\0') {
    ConMsg(" game");
  }
  cVar2 = (**(code **)(*(int *)param_1 + 0xc))(param_1,8);
  if (cVar2 != '\0') {
    ConMsg(" client");
  }
  cVar3 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x80);
  if (cVar3 != '\0') {
    ConMsg(" archive");
  }
  cVar4 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x100);
  if (cVar4 != '\0') {
    ConMsg(" notify");
  }
  cVar5 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x40);
  if (cVar5 != '\0') {
    ConMsg(" singleplayer");
  }
  cVar6 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x400000);
  if (cVar6 != '\0') {
    ConMsg(" notconnected");
  }
  cVar7 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x4000);
  if (cVar7 != '\0') {
    ConMsg(" cheat");
  }
  cVar8 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x2000);
  if (cVar8 != '\0') {
    ConMsg(" replicated");
  }
  cVar9 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x10000000);
  if (cVar9 != '\0') {
    ConMsg(" server_can_execute");
  }
  cVar10 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x40000000);
  if (cVar10 != '\0') {
    ConMsg(" clientcmd_can_execute");
  }
  cVar11 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x200);
  if (cVar11 != '\0') {
    ConMsg(" user");
  }
  cVar12 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x8000);
  if (cVar12 == '\0') {
    cVar12 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x40000);
    if (cVar12 == '\0') {
      if (cVar11 == '\0' &&
          (cVar10 == '\0' &&
          (cVar9 == '\0' &&
          (cVar8 == '\0' &&
          (cVar7 == '\0' &&
          (cVar6 == '\0' &&
          (cVar5 == '\0' && (cVar4 == '\0' && (cVar3 == '\0' && (cVar2 == '\0' && cVar1 == '\0')))))
          ))))) {
        return;
      }
      goto LAB_0003f71c;
    }
  }
  else {
    ConMsg(" ss");
    cVar1 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x40000);
    if (cVar1 == '\0') goto LAB_0003f71c;
  }
  ConMsg(" ss_added");
LAB_0003f71c:
  ConMsg("\n");
  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)