L L4D2node

CScriptConvarAccessor::GetClientConvarValue

0x00b425a0 · 36 bytes · __cdecl

_ZN21CScriptConvarAccessor20GetClientConvarValueEPKci

Decompiled

undefined (2 params)

/* CScriptConvarAccessor::GetClientConvarValue(char const*, int) */

void CScriptConvarAccessor::GetClientConvarValue(char *param_1,int param_2)

{
  int iStack0000000c;
  
  iStack0000000c = param_2;
                    /* WARNING: Could not recover jumptable at 0x00b425c2. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*engine + 0xe0))();
  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)