L L4D2node

KeyValues::SetName

0x00041e80 · 55 bytes · __thiscall

_ZN9KeyValues7SetNameEPKc

Decompiled

undefined (2 params)

/* KeyValues::SetName(char const*) */

void __thiscall KeyValues::SetName(KeyValues *this,char *param_1)

{
  undefined4 uVar1;
  int *piVar2;
  
  piVar2 = *(int **)(this + 0x14);
  if (piVar2 == (int *)0x0) {
    piVar2 = (int *)KeyValuesSystem();
  }
  uVar1 = (**(code **)(*piVar2 + 0x14))(piVar2,param_1,1);
  *(undefined4 *)this = uVar1;
  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)