L L4D2node

CScriptConvarAccessor::GetStr

0x00b44eb0 · 111 bytes · __cdecl

_ZN21CScriptConvarAccessor6GetStrEPKc

Decompiled

undefined (1 param)

/* CScriptConvarAccessor::GetStr(char const*) */

char * CScriptConvarAccessor::GetStr(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 + 0x24);
  param_1[10] = '\0';
  param_1[0xb] = '\0';
  param_1[4] = '\0';
  param_1[5] = '\0';
  param_1[6] = '\0';
  param_1[7] = '\0';
  param_1[8] = '\x1f';
  param_1[9] = '\0';
  *(undefined4 *)param_1 = uVar1;
  return param_1;
}

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)