ReadAndAllocStringValue
0x00582220 · 137 bytes · __cdecl
_Z23ReadAndAllocStringValueP9KeyValuesPKcS2_
Decompiled
undefined (3 params)
/* ReadAndAllocStringValue(KeyValues*, char const*, char const*) */
char * ReadAndAllocStringValue(KeyValues *param_1,char *param_2,char *param_3)
{
char *pcVar1;
int iVar2;
char *pcVar3;
pcVar1 = (char *)KeyValues::GetString(param_1,param_2,(char *)0x0);
if (pcVar1 == (char *)0x0) {
pcVar3 = "";
if (param_3 != (char *)0x0) {
DevWarning("Can\'t get key value\t\'%s\' from file \'%s\'.\n",param_2,param_3);
return "";
}
}
else {
iVar2 = _V_strlen(pcVar1);
pcVar3 = operator_new__(iVar2 + 1U);
V_strncpy(pcVar3,pcVar1,iVar2 + 1U);
}
return pcVar3;
}
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.