L L4D2node

CLC_CmdKeyValues::WriteToBuffer

0x000b6760 · 9 bytes · __thiscall

_ZN16CLC_CmdKeyValues13WriteToBufferER8bf_write

Decompiled

undefined (2 params)

/* CLC_CmdKeyValues::WriteToBuffer(bf_write&) */

void __thiscall CLC_CmdKeyValues::WriteToBuffer(CLC_CmdKeyValues *this,bf_write *param_1)

{
  Base_CmdKeyValues::WriteToBuffer((Base_CmdKeyValues *)this,param_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)