L L4D2node

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 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)