L L4D2node

CBaseDoor::KeyValue

0x00666770 · 189 bytes · __thiscall

_ZN9CBaseDoor8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  double dVar3;
  
  if (param_1 != "locked_sentence") {
    iVar1 = _V_stricmp(param_1,"locked_sentence");
    if (iVar1 != 0) {
      if (param_1 != "unlocked_sentence") {
        iVar1 = _V_stricmp(param_1,"unlocked_sentence");
        if (iVar1 != 0) {
          uVar2 = CBaseToggle::KeyValue((CBaseToggle *)this,param_1,param_2);
          return uVar2;
        }
      }
      dVar3 = strtod(param_2,(char **)0x0);
      this[0x4f9] = SUB41((int)dVar3,0);
      return 1;
    }
  }
  dVar3 = strtod(param_2,(char **)0x0);
  this[0x4f8] = SUB41((int)dVar3,0);
  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)