CScriptItem::KeyValue
0x006e43e0 · 163 bytes · __thiscall
_ZN11CScriptItem8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CScriptItem::KeyValue(char const*, char const*) */
void __thiscall CScriptItem::KeyValue(CScriptItem *this,char *param_1,char *param_2)
{
int iVar1;
long lVar2;
if (param_1 == "activateWhenAtRest") {
LAB_006e4460:
lVar2 = strtol(param_2,(char **)0x0,10);
if (lVar2 != 0) {
CItem::ActivateWhenAtRest((CItem *)this);
}
}
else {
iVar1 = _V_stricmp(param_1,"activateWhenAtRest");
if (iVar1 == 0) goto LAB_006e4460;
}
if (param_1 != "movetype") {
iVar1 = _V_stricmp(param_1,"movetype");
if (iVar1 != 0) goto LAB_006e4448;
}
lVar2 = strtol(param_2,(char **)0x0,10);
*(long *)(this + 0x1460) = lVar2;
LAB_006e4448:
CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return;
}
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.