L L4D2node

SpecFilterChanged

0x00995960 · 226 bytes · __cdecl

_ZL17SpecFilterChangedP7IConVarPKcf

Decompiled

undefined (3 params)

/* SpecFilterChanged(IConVar*, char const*, float) */

void SpecFilterChanged(IConVar *param_1,char *param_2,float param_3)

{
  int iVar1;
  undefined4 *local_14;
  int local_10;
  
  ConVarRef::ConVarRef((ConVarRef *)&local_14,param_1);
  if (*(char **)(local_10 + 0x24) != "any") {
    iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"any");
    if ((iVar1 != 0) && (*(char **)(local_10 + 0x24) != "human")) {
      iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"human");
      if ((iVar1 != 0) && (*(char **)(local_10 + 0x24) != "bot")) {
        iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"bot");
        if ((iVar1 != 0) && (*(char **)(local_10 + 0x24) != "survivor")) {
          iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"survivor");
          if ((iVar1 != 0) && (*(char **)(local_10 + 0x24) != "infected")) {
            iVar1 = _V_stricmp(*(char **)(local_10 + 0x24),"infected");
            if (iVar1 != 0) {
              (**(code **)*local_14)(local_14,param_2);
            }
          }
        }
      }
    }
  }
  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)