KeyValues::SetStringValue
0x00b6e040 · 112 bytes · __thiscall
_ZN9KeyValues14SetStringValueEPKc
Decompiled
undefined (2 params)
/* KeyValues::SetStringValue(char const*) */
void __thiscall KeyValues::SetStringValue(KeyValues *this,char *param_1)
{
int iVar1;
void *pvVar2;
if (*(void **)(this + 4) != (void *)0x0) {
operator_delete__(*(void **)(this + 4));
}
if (*(void **)(this + 8) != (void *)0x0) {
operator_delete__(*(void **)(this + 8));
}
*(undefined4 *)(this + 8) = 0;
if (param_1 == (char *)0x0) {
param_1 = "";
}
iVar1 = _V_strlen(param_1);
pvVar2 = operator_new__(iVar1 + 1U);
*(void **)(this + 4) = pvVar2;
_V_memcpy(pvVar2,param_1,iVar1 + 1U);
this[0x10] = (KeyValues)0x1;
return;
}
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.