L L4D2node

CSoundParametersInternal::SetGameData

0x00598c90 · 104 bytes · __thiscall

_ZN24CSoundParametersInternal11SetGameDataEP9KeyValues

Decompiled

undefined (2 params)

/* CSoundParametersInternal::SetGameData(KeyValues*) */

void __thiscall
CSoundParametersInternal::SetGameData(CSoundParametersInternal *this,KeyValues *param_1)

{
  KeyValues *this_00;
  uint in_stack_ffffffd8;
  
  if (*(int *)(this + 0x1c) != 0) {
    KeyValues::deleteThis();
  }
  *(undefined4 *)(this + 0x1c) = 0;
  this_00 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffd8);
                    /* try { // try from 00598cde to 00598ce2 has its CatchHandler @ 00598cf8 */
  KeyValues::KeyValues(this_00,"GameData",(IKeyValuesSystem *)0x0,false);
  *(KeyValues **)(this + 0x1c) = this_00;
  KeyValues::CopySubkeys(param_1,this_00);
  return;
}

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)