L L4D2node

KeyValues::SetString

0x00b6f3c0 · 141 bytes · __thiscall

_ZN9KeyValues9SetStringEPKcS1_

Decompiled

undefined (3 params)

/* KeyValues::SetString(char const*, char const*) */

void __thiscall KeyValues::SetString(KeyValues *this,char *param_1,char *param_2)

{
  int iVar1;
  int iVar2;
  void *pvVar3;
  
  iVar1 = FindKey(this,param_1,true);
  if (iVar1 != 0) {
    if (*(void **)(iVar1 + 4) != (void *)0x0) {
      operator_delete__(*(void **)(iVar1 + 4));
    }
    if (*(void **)(iVar1 + 8) != (void *)0x0) {
      operator_delete__(*(void **)(iVar1 + 8));
    }
    *(undefined4 *)(iVar1 + 8) = 0;
    if (param_2 == (char *)0x0) {
      param_2 = "";
    }
    iVar2 = _V_strlen(param_2);
    pvVar3 = operator_new__(iVar2 + 1U);
    *(void **)(iVar1 + 4) = pvVar3;
    _V_memcpy(pvVar3,param_2,iVar2 + 1U);
    *(undefined1 *)(iVar1 + 0x10) = 1;
  }
  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)