L L4D2node

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 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)