Info_ValueForKey
0x002022c0 · 249 bytes · __cdecl
_Z16Info_ValueForKeyPKcS0_
Decompiled
undefined (2 params)
/* Info_ValueForKey(char const*, char const*) */
undefined1 * Info_ValueForKey(char *param_1,char *param_2)
{
char cVar1;
int iVar2;
undefined1 *puVar3;
char *pcVar4;
char *pcVar5;
char *pcVar6;
int in_GS_OFFSET;
char local_810 [2048];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
Info_ValueForKey(char_const*,char_const*)::valueindex =
(Info_ValueForKey(char_const*,char_const*)::valueindex + 1) % 4;
cVar1 = *param_1;
if (cVar1 == '\\') {
cVar1 = param_1[1];
param_1 = param_1 + 1;
}
pcVar4 = local_810;
do {
if (cVar1 == '\\') {
*pcVar4 = '\0';
pcVar6 = param_1 + 1;
cVar1 = param_1[1];
pcVar4 = Info_ValueForKey(char_const*,char_const*)::value +
Info_ValueForKey(char_const*,char_const*)::valueindex * 0x800;
if ((cVar1 != '\\') && (pcVar5 = pcVar4, cVar1 != '\0')) {
do {
pcVar4 = pcVar5 + 1;
pcVar6 = pcVar6 + 1;
*pcVar5 = cVar1;
cVar1 = *pcVar6;
if (cVar1 == '\0') break;
pcVar5 = pcVar4;
} while (cVar1 != '\\');
}
*pcVar4 = '\0';
iVar2 = _V_strcmp(param_2,local_810);
if (iVar2 == 0) {
puVar3 = Info_ValueForKey(char_const*,char_const*)::value +
Info_ValueForKey(char_const*,char_const*)::valueindex * 0x800;
goto LAB_002023a1;
}
if (*pcVar6 == '\0') goto LAB_0020239c;
pcVar4 = local_810;
param_1 = pcVar6;
}
else {
if (cVar1 == '\0') {
LAB_0020239c:
puVar3 = &DAT_002c79d4;
LAB_002023a1:
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return puVar3;
}
*pcVar4 = cVar1;
pcVar4 = pcVar4 + 1;
}
param_1 = param_1 + 1;
cVar1 = *param_1;
} while( true );
}
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.