L L4D2node

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 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)