KeyValues::SetString
0x0024e380 · 141 bytes · __thiscall
_ZN9KeyValues9SetStringEPKcS1_
Decompiled
undefined (3 params)
/* KeyValues::SetString(char const*, char const*) */
void __thiscall KeyValues::SetString(KeyValues *this,char *param_1,char *param_2)
{
int iVar1;
int iVar2;
void *pvVar3;
iVar1 = FindKey(this,param_1,true);
if (iVar1 != 0) {
if (*(void **)(iVar1 + 4) != (void *)0x0) {
operator_delete__(*(void **)(iVar1 + 4));
}
if (*(void **)(iVar1 + 8) != (void *)0x0) {
operator_delete__(*(void **)(iVar1 + 8));
}
*(undefined4 *)(iVar1 + 8) = 0;
if (param_2 == (char *)0x0) {
param_2 = "";
}
iVar2 = _V_strlen(param_2);
pvVar3 = operator_new__(iVar2 + 1U);
*(void **)(iVar1 + 4) = pvVar3;
_V_memcpy(pvVar3,param_2,iVar2 + 1U);
*(undefined1 *)(iVar1 + 0x10) = 1;
}
return;
}
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.