L L4D2node

CMapInfo::InputUpdateCvars

0x008e76a0 · 524 bytes · __cdecl

_ZN8CMapInfo16InputUpdateCvarsER11inputdata_t

Decompiled

undefined (1 param)

/* CMapInfo::InputUpdateCvars(inputdata_t&) */

void CMapInfo::InputUpdateCvars(inputdata_t *param_1)

{
  undefined4 uStack00000008;
  
  ConVar::SetValue(0x100c340);
  ConVar::SetValue(2.3649703e-38);
  ConVar::SetValue(2.3649434e-38);
  ConVar::SetValue(2.3649165e-38);
  ConVar::SetValue(2.3648896e-38);
  ConVar::SetValue(2.3648627e-38);
  ConVar::SetValue(2.3648358e-38);
  ConVar::SetValue(2.364782e-38);
  ConVar::SetValue(2.364809e-38);
  ConVar::SetValue(2.364755e-38);
  ConVar::SetValue(2.3647282e-38);
  ConVar::SetValue(2.3647012e-38);
  ConVar::SetValue(2.3646743e-38);
  ConVar::SetValue(2.3646474e-38);
  ConVar::SetValue(2.3646205e-38);
  ConVar::SetValue(2.3645936e-38);
  ConVar::SetValue(2.3516434e-38);
  ConVar::SetValue(2.3645667e-38);
  ConVar::SetValue(2.3516703e-38);
  uStack00000008 = *(undefined4 *)(param_1 + 0x488);
  ConVar::SetValue(0x10008c0);
  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)