L L4D2node

Key_SetBinding

0x00183c70 · 147 bytes · __cdecl

_Z14Key_SetBinding12ButtonCode_tPKc

Decompiled

undefined (2 params)

/* Key_SetBinding(ButtonCode_t, char const*) */

void Key_SetBinding(int param_1,char *param_2)

{
  int iVar1;
  char *pcVar2;
  
  if (param_1 != -1) {
    if ((char *)(&s_KeyContext)[param_1 * 2] != (char *)0x0) {
      iVar1 = _V_strcmp((char *)(&s_KeyContext)[param_1 * 2],param_2);
      if (iVar1 == 0) {
        return;
      }
      if ((void *)(&s_KeyContext)[param_1 * 2] != (void *)0x0) {
        operator_delete__((void *)(&s_KeyContext)[param_1 * 2]);
      }
      (&s_KeyContext)[param_1 * 2] = 0;
    }
    iVar1 = _V_strlen(param_2);
    pcVar2 = operator_new__(iVar1 + 1U);
    V_strncpy(pcVar2,param_2,iVar1 + 1U);
    pcVar2[iVar1] = '\0';
    (&s_KeyContext)[param_1 * 2] = pcVar2;
  }
  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)