CLight::KeyValue
0x006e5990 · 184 bytes · __thiscall
_ZN6CLight8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CLight::KeyValue(char const*, char const*) */
undefined4 __thiscall CLight::KeyValue(CLight *this,char *param_1,char *param_2)
{
int iVar1;
undefined4 uVar2;
double dVar3;
float local_28;
undefined4 local_24;
undefined4 local_20;
if (param_1 != "pitch") {
iVar1 = _V_stricmp(param_1,"pitch");
if (iVar1 != 0) {
uVar2 = CPointEntity::KeyValue((CPointEntity *)this,param_1,param_2);
return uVar2;
}
}
if (((byte)this[0x14d] & 8) != 0) {
CBaseEntity::CalcAbsolutePosition((CBaseEntity *)this);
}
local_28 = *(float *)(this + 0x37c);
local_24 = *(undefined4 *)(this + 0x380);
local_20 = *(undefined4 *)(this + 900);
dVar3 = strtod(param_2,(char **)0x0);
local_28 = (float)dVar3;
CBaseEntity::SetAbsAngles((CBaseEntity *)this,(QAngle *)&local_28);
return 1;
}
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.