L L4D2node

RegenerationForceOnChangeCallback

0x004b19f0 · 138 bytes · __cdecl

_Z33RegenerationForceOnChangeCallbackP7IConVarPKcf

Decompiled

undefined (3 params)

/* RegenerationForceOnChangeCallback(IConVar*, char const*, float) */

void RegenerationForceOnChangeCallback(IConVar *param_1,char *param_2,float param_3)

{
  int iVar1;
  undefined4 uVar2;
  undefined1 *puVar3;
  ConVarRef local_14 [4];
  int local_10;
  
  ConVarRef::ConVarRef(local_14,param_1);
  iVar1 = GlobalEntity_GetIndex("player_regenerates_health");
  if (-1 < iVar1) {
    iVar1 = *(int *)(local_10 + 0x30);
    uVar2 = GlobalEntity_GetIndex("player_regenerates_health");
    GlobalEntity_SetState(uVar2,iVar1 != 0);
    return;
  }
  puVar3 = &DAT_00d539c2;
  if (*(undefined1 **)(gpGlobals + 0x3c) != (undefined1 *)0x0) {
    puVar3 = *(undefined1 **)(gpGlobals + 0x3c);
  }
  GlobalEntity_Add("player_regenerates_health",puVar3,*(int *)(local_10 + 0x30) != 0);
  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)