L L4D2node

KeyValues::GetUint64

0x0024dfb0 · 238 bytes · __cdecl

_ZN9KeyValues9GetUint64EPKcy

Decompiled

undefined (2 params)

/* KeyValues::GetUint64(char const*, unsigned long long) */

longlong KeyValues::GetUint64(char *param_1,ulonglong param_2)

{
  char cVar1;
  int iVar2;
  undefined4 in_stack_00000010;
  undefined4 local_14;
  undefined4 local_10;
  
  iVar2 = FindKey((KeyValues *)param_1,(char *)param_2,false);
  if (iVar2 == 0) {
    return CONCAT44(in_stack_00000010,param_2._4_4_);
  }
  cVar1 = *(char *)(iVar2 + 0x10);
  if (cVar1 == '\x03') {
    return (longlong)(int)*(float *)(iVar2 + 0xc);
  }
  if (cVar1 < '\x04') {
    if (cVar1 == '\x01') {
      local_14 = 0;
      local_10 = 0;
      sscanf(*(char **)(iVar2 + 4),"%lld",&local_14);
      return CONCAT44(local_10,local_14);
    }
  }
  else {
    if (cVar1 == '\x05') {
      local_14 = 0;
      local_10 = 0;
      swscanf(*(wchar_t **)(iVar2 + 8),L"%lld",&local_14);
      return CONCAT44(local_10,local_14);
    }
    if (cVar1 == '\a') {
      return **(longlong **)(iVar2 + 4);
    }
  }
  return (longlong)*(int *)(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)