L L4D2node

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 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)