CEnvExplosion::KeyValue
0x00699e30 · 107 bytes · __thiscall
_ZN13CEnvExplosion8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CEnvExplosion::KeyValue(char const*, char const*) */
undefined4 __thiscall CEnvExplosion::KeyValue(CEnvExplosion *this,char *param_1,char *param_2)
{
int iVar1;
undefined4 uVar2;
undefined4 local_20 [4];
if (param_1 != "fireballsprite") {
iVar1 = _V_stricmp(param_1,"fireballsprite");
if (iVar1 != 0) {
uVar2 = CPointEntity::KeyValue((CPointEntity *)this,param_1,param_2);
return uVar2;
}
}
AllocPooledString((char *)local_20);
*(undefined4 *)(this + 0x450) = local_20[0];
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.