L L4D2node

CTerrorGameRules::SaveConvar

0x00509b20 · 265 bytes · __thiscall

_ZN16CTerrorGameRules10SaveConvarERK9ConVarRef

Decompiled

undefined (2 params)

/* CTerrorGameRules::SaveConvar(ConVarRef const&) */

void __thiscall CTerrorGameRules::SaveConvar(CTerrorGameRules *this,ConVarRef *param_1)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  int local_40;
  undefined **local_3c [11];
  
  (**(code **)(**(int **)param_1 + 0x10))(*(int **)param_1);
  AllocPooledString((char *)&local_40);
  if (0 < *(int *)(this + 0x2f4)) {
    if (**(int **)(this + 0x2e8) == local_40) {
      return;
    }
    iVar2 = 0;
    do {
      iVar2 = iVar2 + 1;
      if (iVar2 == *(int *)(this + 0x2f4)) goto LAB_00509b80;
    } while ((*(int **)(this + 0x2e8))[iVar2] != local_40);
    if (iVar2 != -1) {
      return;
    }
  }
LAB_00509b80:
  cVar1 = (**(code **)(**(int **)param_1 + 0x18))(*(int **)param_1,0x2000);
  if (cVar1 != '\0') {
    CRecipientFilter::CRecipientFilter((CRecipientFilter *)local_3c);
    local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
                    /* try { // try from 00509bab to 00509baf has its CatchHandler @ 00509c31 */
    CRecipientFilter::AddAllPlayers((CRecipientFilter *)local_3c);
    local_3c[0] = &PTR__CReliableBroadcastRecipientFilter_00c157a8;
                    /* try { // try from 00509bba to 00509bbe has its CatchHandler @ 00509c5c */
    CRecipientFilter::MakeReliable((CRecipientFilter *)local_3c);
                    /* try { // try from 00509bca to 00509be5 has its CatchHandler @ 00509c43 */
    UserMessageBegin((IRecipientFilter *)local_3c,"SavedConvar");
    pcVar3 = (char *)(**(code **)(**(int **)param_1 + 0x10))(*(int **)param_1);
    MessageWriteString(pcVar3);
    MessageEnd();
    local_3c[0] = &PTR__CBroadcastRecipientFilter_00c09928;
    CRecipientFilter::~CRecipientFilter((CRecipientFilter *)local_3c);
  }
  CUtlVector<string_t,CUtlMemory<string_t,int>>::InsertBefore
            ((CUtlVector<string_t,CUtlMemory<string_t,int>> *)(this + 0x2e8),*(int *)(this + 0x2f4),
             (string_t *)&local_40);
  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)