KeyValues::SetWString
0x00b6f6c0 · 168 bytes · __thiscall
_ZN9KeyValues10SetWStringEPKcPKw
Decompiled
undefined (3 params)
/* KeyValues::SetWString(char const*, wchar_t const*) */
void __thiscall KeyValues::SetWString(KeyValues *this,char *param_1,wchar_t *param_2)
{
uint uVar1;
int iVar2;
size_t sVar3;
uint uVar4;
void *pvVar5;
iVar2 = FindKey(this,param_1,true);
if (iVar2 != 0) {
if (*(void **)(iVar2 + 8) != (void *)0x0) {
operator_delete__(*(void **)(iVar2 + 8));
}
if (*(void **)(iVar2 + 4) != (void *)0x0) {
operator_delete__(*(void **)(iVar2 + 4));
}
*(undefined4 *)(iVar2 + 4) = 0;
if (param_2 == (wchar_t *)0x0) {
param_2 = L"";
}
sVar3 = wcslen(param_2);
uVar1 = sVar3 + 1;
if (uVar1 < 0x1fc00001) {
uVar4 = uVar1 * 4;
}
else {
uVar4 = 0xffffffff;
}
pvVar5 = operator_new__(uVar4);
*(void **)(iVar2 + 8) = pvVar5;
_V_memcpy(pvVar5,param_2,uVar1 * 4);
*(undefined1 *)(iVar2 + 0x10) = 5;
}
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.