CMultiSpawner::KeyValue
0x008d9390 · 196 bytes · __thiscall
_ZN13CMultiSpawner8KeyValueEPKcS1_
Decompiled
undefined (3 params)
/* CMultiSpawner::KeyValue(char const*, char const*) */
undefined4 __thiscall CMultiSpawner::KeyValue(CMultiSpawner *this,char *param_1,char *param_2)
{
int iVar1;
long lVar2;
undefined4 uVar3;
uint uVar4;
iVar1 = memcmp("item",param_1,4);
if (iVar1 == 0) {
lVar2 = strtol(param_2,(char **)0x0,10);
if (lVar2 != 0) {
uVar4 = strtol(param_1 + 4,(char **)0x0,10);
if ((((uVar4 != 0) && (uVar4 < 0x14)) && (*(int *)(pszItemNames + uVar4 * 4) != 0)) &&
(uVar4 != 0x13)) {
CUtlVector<char_const*,CUtlMemory<char_const*,int>>::InsertBefore
((CUtlVector<char_const*,CUtlMemory<char_const*,int>> *)(this + 0x440),
*(int *)(this + 0x44c),(char **)(pszItemNames + uVar4 * 4));
}
return 1;
}
}
uVar3 = CPointEntity::KeyValue((CPointEntity *)this,param_1,param_2);
return uVar3;
}
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.