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 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.