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 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.