L L4D2node

MapEntity_ExtractValue

0x00468e90 · 174 bytes · __cdecl

_Z22MapEntity_ExtractValuePKcS0_Pc

Decompiled

undefined (3 params)

/* MapEntity_ExtractValue(char const*, char const*, char*) */

undefined4 MapEntity_ExtractValue(char *param_1,char *param_2,char *param_3)

{
  int iVar1;
  char *pcVar2;
  undefined4 uVar3;
  int in_GS_OFFSET;
  char local_820 [2048];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  while ((param_1 != (char *)0x0 &&
         (pcVar2 = (char *)MapEntity_ParseToken(param_1,local_820), local_820[0] != '}'))) {
    iVar1 = strcmp(local_820,param_2);
    if (iVar1 == 0) {
      MapEntity_ParseToken(pcVar2,local_820);
      V_strncpy(param_3,local_820,0x800);
      uVar3 = 1;
      goto LAB_00468f01;
    }
    param_1 = (char *)MapEntity_ParseToken(pcVar2,local_820);
  }
  uVar3 = 0;
LAB_00468f01:
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return uVar3;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)