L L4D2node

ConVar::ConVar

0x00b6ad30 · 137 bytes · __thiscall

_ZN6ConVarC2EPKcS1_iS1_

Decompiled

undefined (5 params)

/* ConVar::ConVar(char const*, char const*, int, char const*) */

void __thiscall ConVar::ConVar(ConVar *this,char *param_1,char *param_2,int param_3,char *param_4)

{
  this[8] = (ConVar)0x0;
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined ***)this = &PTR__ConVar_00d53368;
  *(undefined ***)(this + 0x18) = &PTR_SetValue_00d533d8;
                    /* try { // try from 00b6adae to 00b6adb2 has its CatchHandler @ 00b6adb9 */
  Create(this,param_1,param_2,param_3,param_4,false,0.0,false,0.0,
         (_func_void_IConVar_ptr_char_ptr_float *)0x0);
  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)