L L4D2node

CChangeLevel::KeyValue

0x00b14e00 · 246 bytes · __thiscall

_ZN12CChangeLevel8KeyValueEPKcS1_

Decompiled

undefined (3 params)

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

undefined4 __thiscall CChangeLevel::KeyValue(CChangeLevel *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 (32 chars)\n",param_2);
      }
      V_strncpy((char *)(this + 0x589),param_2,0x20);
      return 1;
    }
  }
  sVar2 = strlen(param_2);
  if (0x1f < sVar2) {
    Warning("Map name \'%s\' too long (32 chars)\n",param_2);
  }
  V_strncpy((char *)(this + 0x569),param_2,0x20);
  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)