L L4D2node

CServerOnlyPointEntity::KeyValue

0x00601360 · 143 bytes · __thiscall

_ZN22CServerOnlyPointEntity8KeyValueEPKcS1_

Decompiled

undefined (3 params)

/* CServerOnlyPointEntity::KeyValue(char const*, char const*) */

undefined4 __thiscall
CServerOnlyPointEntity::KeyValue(CServerOnlyPointEntity *this,char *param_1,char *param_2)

{
  int iVar1;
  undefined1 *puVar2;
  undefined4 uVar3;
  
  if ((((param_1 != "mins") && (iVar1 = _V_stricmp(param_1,"mins"), iVar1 != 0)) &&
      (param_1 != "maxs")) && (iVar1 = _V_stricmp(param_1,"maxs"), iVar1 != 0)) {
    uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
    return uVar3;
  }
  puVar2 = &DAT_00d539c2;
  if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
    puVar2 = *(undefined1 **)(this + 0x7c);
  }
  Warning("Warning! Can\'t specify mins/maxs for point entities! (%s)\n",puVar2);
  return 1;
}

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)