CEnvShooter::KeyValue
0x0066d390 · 394 bytes · __thiscall
_ZN11CEnvShooter8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CEnvShooter::KeyValue(char const*, char const*) */
undefined4 __thiscall CEnvShooter::KeyValue(CEnvShooter *this,char *param_1,char *param_2)
{
CBaseEdict *this_00;
int iVar1;
undefined4 uVar2;
undefined1 *puVar3;
int iVar4;
long lVar5;
undefined1 *local_20 [4];
if ((param_1 == "shootmodel") || (iVar1 = _V_stricmp(param_1,"shootmodel"), iVar1 == 0)) {
this[0x479] = (CEnvShooter)0x0;
AllocPooledString((char *)local_20);
*(undefined1 **)(this + 0x260) = local_20[0];
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
puVar3 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar3 = local_20[0];
}
iVar1 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar3);
if (iVar1 != *(int *)(this + 0xf4)) {
if (this[0x6c] == (CEnvShooter)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CEnvShooter)((byte)this[0x70] | 1);
}
*(int *)(this + 0xf4) = iVar1;
}
iVar1 = V_stristr(param_2,".vmt");
if (iVar1 != 0) {
this[0x479] = (CEnvShooter)0x1;
}
}
else {
if ((param_1 != "shootsounds") && (iVar1 = _V_stricmp(param_1,"shootsounds"), iVar1 != 0)) {
uVar2 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar2;
}
lVar5 = strtol(param_2,(char **)0x0,10);
switch(lVar5) {
case 0:
*(undefined4 *)(this + 0x448) = 0;
break;
case 1:
*(undefined4 *)(this + 0x448) = 1;
break;
case 2:
*(undefined4 *)(this + 0x448) = 2;
break;
case 3:
*(undefined4 *)(this + 0x448) = 3;
break;
case 4:
*(undefined4 *)(this + 0x448) = 8;
break;
default:
*(undefined4 *)(this + 0x448) = 10;
}
}
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.