L L4D2node

Studio_GetKeyValueText

0x00b96300 · 91 bytes · __cdecl

_Z22Studio_GetKeyValueTextPK10CStudioHdri

Decompiled

undefined (2 params)

/* Studio_GetKeyValueText(CStudioHdr const*, int) */

int Studio_GetKeyValueText(CStudioHdr *param_1,int param_2)

{
  char cVar1;
  int iVar2;
  
  if (param_1 != (CStudioHdr *)0x0) {
    cVar1 = CStudioHdr::SequencesAvailable(param_1);
    if ((cVar1 != '\0') && (-1 < param_2)) {
      iVar2 = CStudioHdr::GetNumSeq(param_1);
      if (param_2 < iVar2) {
        iVar2 = CStudioHdr::pSeqdesc(param_1,param_2);
        if (*(int *)(iVar2 + 0xb0) != 0) {
          return iVar2 + *(int *)(iVar2 + 0xac);
        }
      }
    }
  }
  return 0;
}

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)