L L4D2node

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 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)