L L4D2node

Info_SetValueForKeyInt

0x002028b0 · 108 bytes · __cdecl

_Z22Info_SetValueForKeyIntPcPKcii

Decompiled

undefined (4 params)

/* Info_SetValueForKeyInt(char*, char const*, int, int) */

void Info_SetValueForKeyInt(char *param_1,char *param_2,int param_3,int param_4)

{
  int in_GS_OFFSET;
  char local_2d [13];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  V_snprintf(local_2d,0xd,"%i",param_3);
  Info_SetValueForKey(param_1,param_2,local_2d,param_4);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)