L L4D2node

KeyValues::GetInt

0x0024dee0 · 172 bytes · __thiscall

_ZN9KeyValues6GetIntEPKci

Decompiled

undefined (3 params)

/* KeyValues::GetInt(char const*, int) */

long __thiscall KeyValues::GetInt(KeyValues *this,char *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  long lVar3;
  
  iVar2 = FindKey(this,param_1,false);
  if (iVar2 == 0) {
    return param_2;
  }
  cVar1 = *(char *)(iVar2 + 0x10);
  if (cVar1 == '\x03') {
    return (int)*(float *)(iVar2 + 0xc);
  }
  if (cVar1 < '\x04') {
    if (cVar1 == '\x01') {
      lVar3 = strtol(*(char **)(iVar2 + 4),(char **)0x0,10);
      return lVar3;
    }
  }
  else {
    if (cVar1 == '\x05') {
      lVar3 = wcstol(*(wchar_t **)(iVar2 + 8),(wchar_t **)0x0,10);
      return lVar3;
    }
    if (cVar1 == '\a') {
      return 0;
    }
  }
  return *(long *)(iVar2 + 0xc);
}

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)