L L4D2node

CServerTools::SetKeyValue

0x006808e0 · 34 bytes · __cdecl

_ZN12CServerTools11SetKeyValueEPvPKcS2_

Decompiled

undefined (3 params)

/* CServerTools::SetKeyValue(void*, char const*, char const*) */

void CServerTools::SetKeyValue(void *param_1,char *param_2,char *param_3)

{
                    /* WARNING: Could not recover jumptable at 0x00680900. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)param_2 + 0x84))();
  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)