L L4D2node

DifficultyChanged

0x0051f080 · 277 bytes · __cdecl

_ZL17DifficultyChangedP7IConVarPKcf

Decompiled

undefined (3 params)

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

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

{
  uint uVar1;
  char cVar2;
  uint uVar3;
  int *piVar4;
  char *pcVar5;
  undefined4 *local_24;
  int local_20;
  
  ConVarRef::ConVarRef((ConVarRef *)&local_24,param_1);
  uVar3 = GetDifficultyFromString(*(char **)(local_20 + 0x24));
  uVar1 = s_difficulty;
  if (uVar3 != 1) {
    cVar2 = CTerrorGameRules::HasConfigurableDifficultySetting();
    if (cVar2 == '\0') {
      uVar3 = 1;
    }
  }
  if (uVar3 != uVar1) {
    s_difficulty = uVar3;
    if (gameeventmanager != (int *)0x0) {
      piVar4 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"difficulty_changed",0,0);
      if (piVar4 != (int *)0x0) {
        (**(code **)(*piVar4 + 0x30))(piVar4,"newDifficulty",uVar3);
        (**(code **)(*piVar4 + 0x30))(piVar4,"oldDifficulty",uVar1);
        pcVar5 = "Unknown";
        if (uVar3 < 4) {
          pcVar5 = (&sDifficultyStrings)[uVar3];
        }
        (**(code **)(*piVar4 + 0x3c))(piVar4,"strDifficulty",pcVar5);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar4,0);
      }
    }
    pcVar5 = "Unknown";
    if (uVar3 < 4) {
      pcVar5 = (&sDifficultyStrings)[uVar3];
    }
    (**(code **)*local_24)(local_24,pcVar5);
  }
  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)