L L4D2node

CBreakable::KeyValue

0x006b2360 · 530 bytes · __thiscall

_ZN10CBreakable8KeyValueEPKcS1_

Decompiled

undefined (3 params)

/* CBreakable::KeyValue(char const*, char const*) */

undefined4 __thiscall CBreakable::KeyValue(CBreakable *this,char *param_1,char *param_2)

{
  char *pcVar1;
  int iVar2;
  undefined4 uVar3;
  uint uVar4;
  long lVar5;
  uint uVar6;
  char *pcVar7;
  undefined4 local_20 [4];
  
  if ((param_1 == "material") || (iVar2 = _V_stricmp(param_1,"material"), iVar2 == 0)) {
    uVar4 = strtol(param_2,(char **)0x0,10);
    uVar6 = 1;
    if (uVar4 < 0xb) {
      uVar6 = uVar4;
    }
    *(uint *)(this + 0x44c) = uVar6;
    return 1;
  }
  if (param_1 == "deadmodel") {
    return 1;
  }
  iVar2 = _V_stricmp(param_1,"deadmodel");
  if (iVar2 == 0) {
    return 1;
  }
  if (param_1 == "shards") {
    return 1;
  }
  iVar2 = _V_stricmp(param_1,"shards");
  if (iVar2 == 0) {
    return 1;
  }
  if ((param_1 == "gibmodel") || (iVar2 = _V_stricmp(param_1,"gibmodel"), iVar2 == 0)) {
    AllocPooledString((char *)local_20);
    *(undefined4 *)(this + 0x464) = local_20[0];
    return 1;
  }
  if ((param_1 != "spawnobject") && (iVar2 = _V_stricmp(param_1,"spawnobject"), iVar2 != 0)) {
    if ((param_1 == "propdata") || (iVar2 = _V_stricmp(param_1,"propdata"), iVar2 == 0)) {
      uVar6 = strtol(param_2,(char **)0x0,10);
      if ((int)uVar6 < 1) {
        if (uVar6 == 0) {
          return 1;
        }
      }
      else if (uVar6 < 0x1a) {
        pcVar1 = *(char **)(pFGDPropData + uVar6 * 4);
        pcVar7 = (char *)0x0;
        if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
          pcVar7 = pcVar1;
        }
        *(char **)(this + 0x480) = pcVar7;
        return 1;
      }
      Warning("func_breakable with invalid propdata %d.\n",uVar6);
      return 1;
    }
    if (param_1 == "lip") {
      return 1;
    }
    iVar2 = _V_stricmp(param_1,"lip");
    if (iVar2 == 0) {
      return 1;
    }
    uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
    return uVar3;
  }
  lVar5 = strtol(param_2,(char **)0x0,10);
  if (0x19 < lVar5 - 1U) {
    return 1;
  }
  pcVar1 = (char *)(&pSpawnObjects)[lVar5];
  pcVar7 = (char *)0x0;
  if ((pcVar1 != (char *)0x0) && (*pcVar1 != '\0')) {
    pcVar7 = pcVar1;
  }
  *(char **)(this + 0x468) = pcVar7;
  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)