L L4D2node

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 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)