ConVar::Create
0x00b69f40 · 269 bytes · __thiscall
_ZN6ConVar6CreateEPKcS1_iS1_bfbfPFvP7IConVarS1_fE
Decompiled
undefined (10 params)
/* ConVar::Create(char const*, char const*, int, char const*, bool, float, bool, float, void
(*)(IConVar*, char const*, float)) */
void __thiscall
ConVar::Create(ConVar *this,char *param_1,char *param_2,int param_3,char *param_4,bool param_5,
float param_6,bool param_7,float param_8,
_func_void_IConVar_ptr_char_ptr_float *param_9)
{
char *__s;
size_t sVar1;
void *__dest;
longdouble lVar2;
*(ConVar **)(this + 0x1c) = this;
this[0x3c] = (ConVar)param_7;
__s = "";
if (param_2 != (char *)0x0) {
__s = param_2;
}
*(float *)(this + 0x38) = param_6;
this[0x34] = (ConVar)param_5;
*(char **)(this + 0x20) = __s;
*(float *)(this + 0x40) = param_8;
*(_func_void_IConVar_ptr_char_ptr_float **)(this + 0x44) = param_9;
sVar1 = strlen(__s);
*(size_t *)(this + 0x28) = sVar1 + 1;
__dest = operator_new__(sVar1 + 1);
*(void **)(this + 0x24) = __dest;
memcpy(__dest,*(void **)(this + 0x20),*(size_t *)(this + 0x28));
lVar2 = (longdouble)V_atod(*(char **)(this + 0x24));
*(float *)(this + 0x2c) = (float)lVar2;
if (((uint)(float)lVar2 & 0x7f800000) == 0x7f800000) {
Warning("ConVar(%s) defined with infinite float value (%s)\n",param_1,
*(undefined4 *)(this + 0x24));
*(undefined4 *)(this + 0x2c) = 0x7f7fffff;
lVar2 = (longdouble)(double)lVar2;
}
*(int *)(this + 0x30) = (int)lVar2;
if ((param_3 & 0x84280U) == 0) {
param_3 = param_3 | 2;
}
ConCommandBase::Create((ConCommandBase *)this,param_1,param_4,param_3);
return;
}
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.