CScriptConvarAccessor::GetFloat
0x00b428b0 · 108 bytes · __cdecl
_ZN21CScriptConvarAccessor8GetFloatEPKc
Decompiled
undefined (1 param)
/* CScriptConvarAccessor::GetFloat(char const*) */
char * CScriptConvarAccessor::GetFloat(char *param_1)
{
undefined4 uVar1;
char cVar2;
char *in_stack_0000000c;
ConVarRef local_14 [4];
int local_10;
ConVarRef::ConVarRef(local_14,in_stack_0000000c);
cVar2 = ConVarRef::IsValid(local_14);
if (cVar2 == '\0') {
param_1[0] = '\0';
param_1[1] = '\0';
param_1[2] = '\0';
param_1[3] = '\0';
param_1[8] = '\0';
param_1[9] = '\0';
param_1[10] = '\0';
param_1[0xb] = '\0';
return param_1;
}
uVar1 = *(undefined4 *)(local_10 + 0x2c);
param_1[8] = '\x01';
param_1[9] = '\0';
param_1[10] = '\0';
param_1[0xb] = '\0';
*(undefined4 *)param_1 = uVar1;
return param_1;
}
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.