L L4D2node

CServerRemoteAccess::SetValue

0x0020d6b0 · 460 bytes · __thiscall

_ZN19CServerRemoteAccess8SetValueEPKcS1_

Decompiled

undefined (3 params)

/* CServerRemoteAccess::SetValue(char const*, char const*) */

void __thiscall CServerRemoteAccess::SetValue(CServerRemoteAccess *this,char *param_1,char *param_2)

{
  code *pcVar1;
  char cVar2;
  int iVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  undefined4 *local_14;
  int local_10;
  
  iVar3 = _V_stricmp(param_1,"map");
  if (iVar3 == 0) {
    pcVar4 = (char *)va("changelevel %s\n",param_2);
  }
  else {
    iVar3 = _V_stricmp(param_1,"mapcycle");
    if (iVar3 == 0) {
      ConVarRef::ConVarRef((ConVarRef *)&local_14,"mapcyclefile");
      cVar2 = ConVarRef::IsValid((ConVarRef *)&local_14);
      if (cVar2 == '\0') {
        return;
      }
      iVar3 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                        (g_pFileSystem + 4,*(undefined4 *)(local_10 + 0x24),&DAT_002a5dab,0);
      if (iVar3 == 0) {
        Msg("Couldn\'t write to read-only file %s, using file _temp_mapcycle.txt instead.\n",
            *(undefined4 *)(local_10 + 0x24));
        (**(code **)*local_14)(local_14,"_temp_mapcycle.txt");
        iVar3 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
                          (g_pFileSystem + 4,*(undefined4 *)(local_10 + 0x24),&DAT_002a5dab,0);
        if (iVar3 == 0) {
          return;
        }
      }
      pcVar1 = *(code **)(*(int *)(g_pFileSystem + 4) + 4);
      iVar5 = _V_strlen(param_2);
      (*pcVar1)(g_pFileSystem + 4,param_2,iVar5 + 1,iVar3);
      (**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar3);
      return;
    }
    uVar6 = va("%s %s",param_1,param_2);
    Cbuf_AddText(4,uVar6,0);
    pcVar4 = "\n";
  }
  Cbuf_AddText(4,pcVar4,0);
  cVar2 = NET_IsDedicated();
  if (cVar2 == '\0') {
    return;
  }
  Cbuf_Execute();
  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)