L L4D2node

KeyValues::Init

0x0024bd50 · 89 bytes · __thiscall

_ZN9KeyValues4InitEP16IKeyValuesSystemb

Decompiled

undefined (3 params)

/* KeyValues::Init(IKeyValuesSystem*, bool) */

void __thiscall KeyValues::Init(KeyValues *this,IKeyValuesSystem *param_1,bool param_2)

{
  this[0x18] = (KeyValues)param_2;
  *(undefined4 *)this = 0xffffffff;
  this[0x10] = (KeyValues)0x0;
  *(IKeyValuesSystem **)(this + 0x14) = param_1;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  this[0x11] = (KeyValues)0x0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined2 *)(this + 0x12) = 0;
  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)