L L4D2node

CBaseToggle::KeyValue

0x00833ba0 · 460 bytes · __thiscall

_ZN11CBaseToggle8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

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

{
  int iVar1;
  undefined4 uVar2;
  long lVar3;
  double dVar4;
  undefined4 local_20 [4];
  
  if (param_1 != "lip") {
    iVar1 = _V_stricmp(param_1,"lip");
    if (iVar1 != 0) {
      if (param_1 != "wait") {
        iVar1 = _V_stricmp(param_1,"wait");
        if (iVar1 != 0) {
          if (param_1 != "master") {
            iVar1 = _V_stricmp(param_1,"master");
            if (iVar1 != 0) {
              if (param_1 != "distance") {
                iVar1 = _V_stricmp(param_1,"distance");
                if (iVar1 != 0) {
                  if (param_1 != "always_fire_blocked_outputs") {
                    iVar1 = _V_stricmp(param_1,"always_fire_blocked_outputs");
                    if (iVar1 != 0) {
                      uVar2 = CBaseEntity::KeyValue((CBaseEntity *)this,param_1,param_2);
                      return uVar2;
                    }
                  }
                  lVar3 = strtol(param_2,(char **)0x0,10);
                  this[0x450] = (CBaseToggle)(lVar3 != 0);
                  return 1;
                }
              }
              dVar4 = strtod(param_2,(char **)0x0);
              *(float *)(this + 0x444) = (float)dVar4;
              return 1;
            }
          }
          AllocPooledString((char *)local_20);
          *(undefined4 *)(this + 0x4b4) = local_20[0];
          return 1;
        }
      }
      dVar4 = strtod(param_2,(char **)0x0);
      *(float *)(this + 0x448) = (float)dVar4;
      return 1;
    }
  }
  dVar4 = strtod(param_2,(char **)0x0);
  *(float *)(this + 0x44c) = (float)dVar4;
  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)