L L4D2node

CServerGameTags::GetTaggedConVarList

0x006c4550 · 35 bytes · __thiscall

_ZN15CServerGameTags19GetTaggedConVarListEP9KeyValues

Decompiled

undefined (2 params)

/* CServerGameTags::GetTaggedConVarList(KeyValues*) */

void __thiscall CServerGameTags::GetTaggedConVarList(CServerGameTags *this,KeyValues *param_1)

{
  if ((param_1 != (KeyValues *)0x0) && (g_pGameRules != (int *)0x0)) {
                    /* WARNING: Could not recover jumptable at 0x006c456f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*g_pGameRules + 0x98))();
    return;
  }
  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)