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 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.