L L4D2node

CMathCounter::KeyValue

0x006e8780 · 136 bytes · __thiscall

_ZN12CMathCounter8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  long lVar3;
  float local_10 [2];
  
  iVar1 = _V_stricmp(param_1,"startvalue");
  if (iVar1 != 0) {
    uVar2 = CLogicalEntity::KeyValue((CLogicalEntity *)this,param_1,param_2);
    return uVar2;
  }
  lVar3 = strtol(param_2,(char **)0x0,10);
  local_10[0] = (float)lVar3;
  variant_t::Set((variant_t *)(this + 0x44c),1,local_10);
  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)