KeyValues::GetFloat
0x0024e100 · 220 bytes · __thiscall
_ZN9KeyValues8GetFloatEPKcf
Decompiled
undefined (3 params)
/* KeyValues::GetFloat(char const*, float) */
longdouble __thiscall KeyValues::GetFloat(KeyValues *this,char *param_1,float param_2)
{
int iVar1;
longdouble lVar2;
double dVar3;
float fVar4;
iVar1 = FindKey(this,param_1,false);
if (iVar1 != 0) {
switch(*(undefined1 *)(iVar1 + 0x10)) {
default:
lVar2 = (longdouble)0;
break;
case 1:
dVar3 = strtod(*(char **)(iVar1 + 4),(char **)0x0);
lVar2 = (longdouble)(float)dVar3;
break;
case 2:
return (longdouble)*(int *)(iVar1 + 0xc);
case 3:
return (longdouble)*(float *)(iVar1 + 0xc);
case 5:
fVar4 = wcstof(*(wchar_t **)(iVar1 + 8),(wchar_t **)0x0);
return (longdouble)fVar4;
case 7:
lVar2 = (longdouble)**(longlong **)(iVar1 + 4);
if (*(int *)((int)*(longlong **)(iVar1 + 4) + 4) < 0) {
lVar2 = lVar2 + (longdouble)1.8446744e+19;
}
return lVar2;
}
return lVar2;
}
return (longdouble)param_2;
}
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.