CEntityMapData::SetValue
0x004691f0 · 495 bytes · __thiscall
_ZN14CEntityMapData8SetValueEPKcPci
Decompiled
undefined (4 params)
/* CEntityMapData::SetValue(char const*, char*, int) */
undefined4 __thiscall
CEntityMapData::SetValue(CEntityMapData *this,char *param_1,char *param_2,int param_3)
{
int iVar1;
char *pcVar2;
size_t sVar3;
char *pcVar4;
char *pcVar5;
int iVar6;
int in_GS_OFFSET;
undefined4 local_c30;
char local_c20 [1024];
char local_820 [2048];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if ((*(int *)(this + 4) != -1) && (pcVar2 = *(char **)this, pcVar2 != (char *)0x0)) {
iVar6 = 0;
while( true ) {
pcVar2 = (char *)MapEntity_ParseToken(pcVar2,local_820);
if (local_820[0] == '}') break;
iVar1 = strcmp(local_820,param_1);
if ((iVar1 == 0) && (iVar6 = iVar6 + 1, param_3 < iVar6)) {
sVar3 = strlen(*(char **)this);
pcVar4 = operator_new__(sVar3);
pcVar5 = (char *)MapEntity_ParseToken(pcVar2,local_820);
V_strncpy(pcVar4,pcVar5,sVar3);
if (*param_2 == '\"') {
V_strncpy(local_c20,param_2,0x400);
}
else {
V_snprintf(local_c20,0x400,"\"%s\"",param_2);
}
iVar6 = _V_strlen(local_c20);
iVar1 = _V_strlen(local_820);
V_strncpy(pcVar2 + 1,local_c20,iVar6 + 1);
V_strncat(pcVar2,pcVar4,~((int)pcVar2 - *(int *)this) + *(int *)(this + 4),-1);
local_c30 = 1;
*(int *)(this + 8) = *(int *)(this + 8) + (iVar6 - iVar1) + -2;
if (pcVar4 != (char *)0x0) {
local_c30 = 1;
operator_delete__(pcVar4);
}
goto LAB_00469287;
}
pcVar2 = (char *)MapEntity_ParseToken(pcVar2,local_820);
if (pcVar2 == (char *)0x0) break;
}
}
local_c30 = 0;
LAB_00469287:
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return local_c30;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.