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 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.