L L4D2node

SVC_CmdKeyValues::SVC_CmdKeyValues

0x000b6350 · 110 bytes · __thiscall

_ZN16SVC_CmdKeyValuesC1EP9KeyValues

Decompiled

undefined (2 params)

/* SVC_CmdKeyValues::SVC_CmdKeyValues(KeyValues*) */

void __thiscall SVC_CmdKeyValues::SVC_CmdKeyValues(SVC_CmdKeyValues *this,KeyValues *param_1)

{
  *(undefined4 *)(this + 0xc) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined8 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined8 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  this[0x34] = (SVC_CmdKeyValues)0x0;
  *(undefined8 *)(this + 0x38) = 0;
  *(undefined4 *)(this + 0x40) = 0;
  *(undefined4 *)(this + 0x44) = 0;
  this[4] = (SVC_CmdKeyValues)0x1;
  *(undefined4 *)(this + 8) = 0;
  *(KeyValues **)(this + 0x48) = param_1;
  *(undefined ***)this = &PTR__SVC_CmdKeyValues_002a1708;
  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)