L L4D2node

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 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)