CScriptConvarAccessor::SetValue
0x00b42930 · 221 bytes · __thiscall
_ZN21CScriptConvarAccessor8SetValueEPKc12CVariantBaseI24CVariantDefaultAllocatorE
Decompiled
undefined (3 params)
/* CScriptConvarAccessor::SetValue(char const*, CVariantBase<CVariantDefaultAllocator>) */
void __thiscall CScriptConvarAccessor::SetValue(undefined4 this,char *param_1,undefined4 *param_3)
{
ushort uVar1;
char cVar2;
char *pcVar3;
int *local_24 [5];
ConVarRef::ConVarRef((ConVarRef *)local_24,param_1);
cVar2 = ConVarRef::IsValid((ConVarRef *)local_24);
if (cVar2 != '\0') {
uVar1 = *(ushort *)(param_3 + 2);
if (uVar1 == 5) {
(**(code **)(*local_24[0] + 8))(local_24[0],*param_3);
}
else if ((short)uVar1 < 6) {
if (uVar1 != 1) {
LAB_00b429f0:
pcVar3 = "unknown_variant_type";
if (uVar1 < 0x29) {
pcVar3 = *(char **)(CSWTCH_2512 + (uint)uVar1 * 4);
}
Warning("%s.SetValue() unsupported value type %s\n",param_1,pcVar3);
return;
}
(**(code **)(*local_24[0] + 4))(local_24[0],*param_3);
}
else if (uVar1 == 6) {
(**(code **)(*local_24[0] + 8))(local_24[0],*(undefined1 *)param_3);
}
else {
if (uVar1 != 0x1f) goto LAB_00b429f0;
(**(code **)*local_24[0])(local_24[0],*param_3);
}
CTerrorGameRules::SaveConvar(g_pGameRules,(ConVarRef *)local_24);
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.