L L4D2node

CGameDLL_ConVarAccessor::RegisterConCommandBase

0x006c4290 · 224 bytes · __thiscall

_ZN23CGameDLL_ConVarAccessor22RegisterConCommandBaseEP14ConCommandBase

Decompiled

undefined (2 params)

/* CGameDLL_ConVarAccessor::RegisterConCommandBase(ConCommandBase*) */

undefined4 __thiscall
CGameDLL_ConVarAccessor::RegisterConCommandBase
          (CGameDLL_ConVarAccessor *this,ConCommandBase *param_1)

{
  code *pcVar1;
  char cVar2;
  char cVar3;
  undefined4 uVar4;
  int iVar5;
  undefined4 local_20;
  
  cVar2 = (**(code **)(*(int *)param_1 + 0xc))(param_1,0x2000);
  if (cVar2 != '\0') {
    cVar3 = (**(code **)(*(int *)param_1 + 8))(param_1);
    if (cVar3 == '\0') {
      local_20 = ConVar::GetDefault((ConVar *)param_1);
      goto LAB_006c42bd;
    }
  }
  local_20 = 0;
LAB_006c42bd:
  (**(code **)(*cvar + 0x18))(cvar,param_1);
  pcVar1 = *(code **)(*cvar + 0x24);
  uVar4 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
  iVar5 = (*pcVar1)(cvar,uVar4);
  if (iVar5 == 0) {
    if ((local_20 != 0) && (cVar2 != '\0')) {
      cVar2 = (**(code **)(*(int *)param_1 + 8))(param_1);
      if (cVar2 == '\0') {
        (**(code **)(*(int *)param_1 + 0x3c))(param_1,local_20);
      }
    }
  }
  else {
    cVar2 = (**(code **)(*(int *)param_1 + 8))(param_1);
    if (cVar2 == '\0') {
      (**(code **)(*(int *)param_1 + 0x3c))(param_1,iVar5);
      return 1;
    }
  }
  return 1;
}

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)