CPointEntity::KeyValue
0x0060deb0 · 143 bytes · __thiscall
_ZN12CPointEntity8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CPointEntity::KeyValue(char const*, char const*) */
undefined4 __thiscall CPointEntity::KeyValue(CPointEntity *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 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.