L L4D2node

CSmokeStack::KeyValue

0x00825cd0 · 335 bytes · __thiscall

_ZN11CSmokeStack8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  CBaseEdict *pCVar1;
  int iVar2;
  undefined4 uVar3;
  long lVar4;
  
  iVar2 = _V_stricmp(param_1,"Wind");
  if (iVar2 != 0) {
    iVar2 = _V_stricmp(param_1,"WindAngle");
    if (iVar2 == 0) {
      lVar4 = strtol(param_2,(char **)0x0,10);
      *(long *)(this + 0x4b0) = lVar4;
      RecalcWindVector(this);
      return 1;
    }
    uVar3 = KeyValue(this,param_1,param_2);
    return uVar3;
  }
  if (this[0x6c] == (CSmokeStack)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 == (CBaseEdict *)0x0) goto LAB_00825ddf;
    *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
    iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
    *(undefined2 *)(iVar2 + 2) = 0;
    if (this[0x6c] == (CSmokeStack)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 == (CBaseEdict *)0x0) goto LAB_00825ddf;
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
      if (this[0x6c] == (CSmokeStack)0x0) {
        pCVar1 = *(CBaseEdict **)(this + 0x30);
        if (pCVar1 != (CBaseEdict *)0x0) {
          *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
          iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
          *(undefined2 *)(iVar2 + 2) = 0;
        }
        goto LAB_00825ddf;
      }
    }
  }
  this[0x70] = (CSmokeStack)((byte)this[0x70] | 1);
LAB_00825ddf:
  sscanf(param_2,"%f %f %f",this + 0x4b8,this + 0x4bc,this + 0x4c0);
  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)