L L4D2node

CWorldItem::KeyValue

0x006e3560 · 110 bytes · __thiscall

_ZN10CWorldItem8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  long lVar2;
  undefined4 uVar3;
  
  if (param_1 != "type") {
    iVar1 = _V_stricmp(param_1,"type");
    if (iVar1 != 0) {
      uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
      return uVar3;
    }
  }
  lVar2 = strtol(param_2,(char **)0x0,10);
  *(long *)(this + 0x13f4) = lVar2;
  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)