CGamePlayerEquip::KeyValue
0x006f2060 · 257 bytes · __thiscall
_ZN16CGamePlayerEquip8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CGamePlayerEquip::KeyValue(char const*, char const*) */
undefined4 __thiscall CGamePlayerEquip::KeyValue(CGamePlayerEquip *this,char *param_1,char *param_2)
{
undefined4 uVar1;
long lVar2;
long lVar3;
int iVar4;
int in_GS_OFFSET;
undefined4 local_b0 [4];
char local_a0 [128];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
uVar1 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
if ((char)uVar1 == '\0') {
iVar4 = 0;
do {
if (*(int *)(this + iVar4 * 4 + 0x448) == 0) {
UTIL_StripToken(param_1,local_a0,0x80);
AllocPooledString((char *)local_b0);
*(undefined4 *)(this + (iVar4 + 0x110) * 4 + 8) = local_b0[0];
lVar2 = strtol(param_2,(char **)0x0,10);
lVar3 = 1;
if (0 < lVar2) {
lVar3 = lVar2;
}
uVar1 = 1;
*(long *)(this + iVar4 * 4 + 0x4c8) = lVar3;
break;
}
iVar4 = iVar4 + 1;
} while (iVar4 != 0x20);
}
else {
uVar1 = 0;
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return uVar1;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.