CWeaponCSBase::KeyValue
0x0043f3f0 · 132 bytes · __thiscall
_ZN13CWeaponCSBase8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CWeaponCSBase::KeyValue(char const*, char const*) */
undefined4 __thiscall CWeaponCSBase::KeyValue(CWeaponCSBase *this,char *param_1,char *param_2)
{
undefined4 uVar1;
int iVar2;
long lVar3;
uVar1 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
if ((char)uVar1 == '\0') {
if (param_1 != "ammo") {
iVar2 = _V_stricmp(param_1,"ammo");
if (iVar2 != 0) goto LAB_0043f470;
}
lVar3 = strtol(param_2,(char **)0x0,10);
if (-1 < lVar3) {
*(long *)(this + 0x1508) = lVar3;
return 1;
}
}
else {
LAB_0043f470:
uVar1 = 0;
}
return uVar1;
}
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.