InfoChangelevel::KeyValue
0x00862c80 · 262 bytes · __thiscall
_ZN15InfoChangelevel8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* InfoChangelevel::KeyValue(char const*, char const*) */
undefined4 __thiscall InfoChangelevel::KeyValue(InfoChangelevel *this,char *param_1,char *param_2)
{
int iVar1;
size_t sVar2;
undefined4 uVar3;
if (param_1 != "map") {
iVar1 = _V_stricmp(param_1,"map");
if (iVar1 != 0) {
if (param_1 != "landmark") {
iVar1 = _V_stricmp(param_1,"landmark");
if (iVar1 != 0) {
uVar3 = CBaseToggle::KeyValue((CBaseToggle *)this,param_1,param_2);
return uVar3;
}
}
sVar2 = strlen(param_2);
if (0x1f < sVar2) {
Warning("Landmark name \'%s\' too long (%d chars)\n",param_2,0x20);
}
V_strncpy((char *)(this + 0x589),param_2,0x20);
return 1;
}
}
sVar2 = strlen(param_2);
if (0x1f < sVar2) {
Warning("Map name \'%s\' too long (%d chars)\n",param_2,0x20);
}
V_strncpy((char *)(this + 0x569),param_2,0x20);
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.