CBaseProp::KeyValue
0x007e3990 · 138 bytes · __thiscall
_ZN9CBaseProp8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CBaseProp::KeyValue(char const*, char const*) */
undefined4 __thiscall CBaseProp::KeyValue(CBaseProp *this,char *param_1,char *param_2)
{
char cVar1;
int iVar2;
undefined4 uVar3;
if (param_1 != "health") {
iVar2 = _V_stricmp(param_1,"health");
if (iVar2 != 0) goto LAB_007e3a08;
}
if (*(char **)(this + 0x7c) != "prop_physics_override") {
cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"prop_physics_override");
if ((cVar1 == '\0') && (*(char **)(this + 0x7c) != "prop_dynamic_override")) {
cVar1 = CBaseEntity::ClassMatchesComplex((CBaseEntity *)this,"prop_dynamic_override");
if (cVar1 == '\0') {
return 1;
}
}
}
LAB_007e3a08:
uVar3 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
return uVar3;
}
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.