L L4D2node

CTerrorGameRules::RevertSavedConvars

0x00509c60 · 158 bytes · __thiscall

_ZN16CTerrorGameRules18RevertSavedConvarsEv

Decompiled

undefined (1 param)

/* CTerrorGameRules::RevertSavedConvars() */

void __thiscall CTerrorGameRules::RevertSavedConvars(CTerrorGameRules *this)

{
  char cVar1;
  char *pcVar2;
  int iVar3;
  undefined4 *local_24;
  int local_20;
  
  iVar3 = 0;
  if (0 < *(int *)(this + 0x2f4)) {
    do {
      while( true ) {
        pcVar2 = *(char **)(*(int *)(this + 0x2e8) + iVar3 * 4);
        if (pcVar2 == (char *)0x0) {
          pcVar2 = "";
        }
        ConVarRef::ConVarRef((ConVarRef *)&local_24,pcVar2);
        cVar1 = ConVarRef::IsValid((ConVarRef *)&local_24);
        if (cVar1 == '\0') break;
        iVar3 = iVar3 + 1;
        (**(code **)*local_24)(local_24,*(undefined4 *)(local_20 + 0x20));
        if (*(int *)(this + 0x2f4) <= iVar3) goto LAB_00509cd5;
      }
      iVar3 = iVar3 + 1;
    } while (iVar3 < *(int *)(this + 0x2f4));
  }
LAB_00509cd5:
  *(undefined4 *)(this + 0x2f4) = 0;
  CUtlMemory<string_t,int>::Purge((CUtlMemory<string_t,int> *)(this + 0x2e8));
  *(undefined4 *)(this + 0x2f8) = *(undefined4 *)(this + 0x2e8);
  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)