Editor_SetKeyValue
0x005911e0 · 134 bytes · __cdecl
_Z18Editor_SetKeyValuePKcfffS0_S0_b
Decompiled
undefined (7 params)
/* Editor_SetKeyValue(char const*, float, float, float, char const*, char const*, bool) */
undefined4
Editor_SetKeyValue(char *param_1,float param_2,float param_3,float param_4,char *param_5,
char *param_6,bool param_7)
{
int in_GS_OFFSET;
char local_810 [2048];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
V_snprintf(local_810,0x800,"entity_set_keyvalue %s %f %f %f \"%s\" \"%s\"",param_1,(double)param_2
,(double)param_3,(double)param_4,param_5,param_6);
if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
return 0;
}
/* 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.