L L4D2node

CMultiplayRules::GetTaggedConVarList

0x0046ec70 · 122 bytes · __thiscall

_ZN15CMultiplayRules19GetTaggedConVarListEP9KeyValues

Decompiled

undefined (2 params)

/* CMultiplayRules::GetTaggedConVarList(KeyValues*) */

void __thiscall CMultiplayRules::GetTaggedConVarList(CMultiplayRules *this,KeyValues *param_1)

{
  KeyValues *this_00;
  uint in_stack_ffffffe8;
  
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffe8);
                    /* try { // try from 0046eca4 to 0046eca8 has its CatchHandler @ 0046ecea */
  KeyValues::KeyValues(this_00,"sv_gravity",(IKeyValuesSystem *)0x0,false);
  KeyValues::SetString(this_00,"convar","sv_gravity");
  KeyValues::SetString(this_00,"tag","gravity");
  KeyValues::AddSubKey(param_1,this_00);
  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)