L L4D2node

CC_Ent_Keyvalue

0x00680e30 · 202 bytes · __cdecl

_Z15CC_Ent_KeyvalueRK8CCommand

Decompiled

undefined (1 param)

/* CC_Ent_Keyvalue(CCommand const&) */

void CC_Ent_Keyvalue(CCommand *param_1)

{
  long lVar1;
  int *piVar2;
  int iVar3;
  undefined1 *puVar4;
  int iVar5;
  CCommand *pCVar6;
  
  if ((3 < (int)*(uint *)param_1) && ((*(uint *)param_1 & 1) == 0)) {
    lVar1 = strtol(*(char **)(param_1 + 0x40c),(char **)0x0,10);
    piVar2 = (int *)CServerTools::FindEntityByHammerID((CServerTools *)&g_ServerTools,lVar1);
    if (piVar2 != (int *)0x0) {
      iVar3 = *(int *)param_1;
      iVar5 = 2;
      pCVar6 = param_1;
      if (2 < iVar3) {
        do {
          puVar4 = &DAT_00d539c2;
          if (iVar5 + 1 < iVar3) {
            puVar4 = *(undefined1 **)(pCVar6 + 0x414);
          }
          iVar5 = iVar5 + 2;
          (**(code **)(*piVar2 + 0x84))(piVar2,*(undefined4 *)(pCVar6 + 0x410),puVar4);
          iVar3 = *(int *)param_1;
          pCVar6 = pCVar6 + 8;
        } while (iVar5 < iVar3);
      }
      return;
    }
  }
  Msg();
  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)