L L4D2node

IKeyValuesDumpContextAsText::KvBeginKey

0x0024be30 · 116 bytes · __thiscall

_ZN27IKeyValuesDumpContextAsText10KvBeginKeyEP9KeyValuesi

Decompiled

undefined (3 params)

/* IKeyValuesDumpContextAsText::KvBeginKey(KeyValues*, int) */

undefined4 __thiscall
IKeyValuesDumpContextAsText::KvBeginKey
          (IKeyValuesDumpContextAsText *this,KeyValues *param_1,int param_2)

{
  code *pcVar1;
  char cVar2;
  undefined4 uVar3;
  int iVar4;
  
  if (param_1 == (KeyValues *)0x0) {
    cVar2 = (**(code **)(*(int *)this + 0xc))(this,param_2);
    if (cVar2 != '\0') {
      iVar4 = *(int *)this;
LAB_0024be83:
                    /* WARNING: Could not recover jumptable at 0x0024be90. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar3 = (**(code **)(iVar4 + 0x10))();
      return uVar3;
    }
  }
  else {
    cVar2 = (**(code **)(*(int *)this + 0xc))();
    if (cVar2 != '\0') {
      pcVar1 = *(code **)(*(int *)this + 0x10);
      uVar3 = KeyValues::GetName(param_1);
      cVar2 = (*pcVar1)(this,uVar3);
      if (cVar2 != '\0') {
        iVar4 = *(int *)this;
        goto LAB_0024be83;
      }
    }
  }
  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)