variant_t::Set
0x0063dc50 · 167 bytes · __thiscall
_ZN9variant_t3SetE11_fieldtypesPv
Decompiled
undefined (3 params)
/* variant_t::Set(_fieldtypes, void*) */
void __thiscall variant_t::Set(variant_t *this,undefined4 param_2,variant_t *param_3)
{
int *piVar1;
undefined4 *puVar2;
*(undefined4 *)(this + 0x10) = param_2;
switch(param_2) {
default:
*(undefined4 *)this = 0;
*(undefined4 *)(this + 0x10) = 0;
break;
case 1:
*(int *)this = *(int *)param_3;
break;
case 2:
case 5:
case 9:
*(int *)this = *(int *)param_3;
break;
case 3:
case 0xf:
*(int *)this = *(int *)param_3;
*(int *)(this + 4) = *(int *)(param_3 + 4);
*(int *)(this + 8) = *(int *)(param_3 + 8);
break;
case 6:
*this = *param_3;
break;
case 7:
*(int *)this = (int)*(short *)param_3;
break;
case 8:
*(int *)this = (int)(char)*param_3;
break;
case 0xc:
piVar1 = *(int **)param_3;
if (piVar1 == (int *)0x0) {
*(undefined4 *)(this + 0xc) = 0xffffffff;
}
else {
puVar2 = (undefined4 *)(**(code **)(*piVar1 + 0xc))(piVar1);
*(undefined4 *)(this + 0xc) = *puVar2;
}
break;
case 0xd:
*(int *)(this + 0xc) = *(int *)param_3;
}
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.