L L4D2node

CMultiSource::KeyValue

0x006e7dc0 · 236 bytes · __thiscall

_ZN12CMultiSource8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1 != "style") {
    iVar1 = _V_stricmp(param_1,"style");
    if ((iVar1 != 0) && (param_1 != "height")) {
      iVar1 = _V_stricmp(param_1,"height");
      if ((iVar1 != 0) && (param_1 != "killtarget")) {
        iVar1 = _V_stricmp(param_1,"killtarget");
        if ((iVar1 != 0) && (param_1 != "value1")) {
          iVar1 = _V_stricmp(param_1,"value1");
          if ((iVar1 != 0) && (param_1 != "value2")) {
            iVar1 = _V_stricmp(param_1,"value2");
            if ((iVar1 != 0) && (param_1 != "value3")) {
              iVar1 = _V_stricmp(param_1,"value3");
              if (iVar1 != 0) {
                uVar2 = CLogicalEntity::KeyValue((CLogicalEntity *)this,param_1,param_2);
                return uVar2;
              }
            }
          }
        }
      }
    }
  }
  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)