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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.