L L4D2node

CDefaultAccessor::RegisterConCommandBase

0x0003feb0 · 33 bytes · __thiscall

_ZN16CDefaultAccessor22RegisterConCommandBaseEP14ConCommandBase

Decompiled

undefined (2 params)

/* CDefaultAccessor::RegisterConCommandBase(ConCommandBase*) */

undefined4 __thiscall
CDefaultAccessor::RegisterConCommandBase(CDefaultAccessor *this,ConCommandBase *param_1)

{
  (**(code **)(*g_pCVar + 0x18))(g_pCVar,param_1);
  return 1;
}

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)