L L4D2node

CKeyValuesDumpContextAsDevMsg::KvBeginKey

0x0024beb0 · 137 bytes · __thiscall

_ZN29CKeyValuesDumpContextAsDevMsg10KvBeginKeyEP9KeyValuesi

Decompiled

undefined (3 params)

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

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

{
  char cVar1;
  int iVar2;
  undefined4 uVar3;
  
  if (KvBeginKey(KeyValues*,int)::r_developer == '\0') {
    iVar2 = __cxa_guard_acquire(&KvBeginKey(KeyValues*,int)::r_developer);
    if (iVar2 != 0) {
                    /* try { // try from 0024bf2f to 0024bf33 has its CatchHandler @ 0024bf42 */
      ConVarRef::ConVarRef((ConVarRef *)&KvBeginKey(KeyValues*,int)::r_developer,"developer");
      __cxa_guard_release(&KvBeginKey(KeyValues*,int)::r_developer);
    }
  }
  cVar1 = ConVarRef::IsValid((ConVarRef *)&KvBeginKey(KeyValues*,int)::r_developer);
  if ((cVar1 != '\0') &&
     (*(int *)(KvBeginKey(KeyValues*,int)::r_developer._4_4_ + 0x30) < *(int *)(this + 4))) {
    return 0;
  }
  uVar3 = IKeyValuesDumpContextAsText::KvBeginKey
                    ((IKeyValuesDumpContextAsText *)this,param_1,param_2);
  return uVar3;
}

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)