L L4D2node

KeyValues::WriteIndents

0x0024c2c0 · 90 bytes · __thiscall

_ZN9KeyValues12WriteIndentsEP15IBaseFileSystemPvP10CUtlBufferi

Decompiled

undefined (5 params)

/* KeyValues::WriteIndents(IBaseFileSystem*, void*, CUtlBuffer*, int) */

void __thiscall
KeyValues::WriteIndents
          (KeyValues *this,IBaseFileSystem *param_1,void *param_2,CUtlBuffer *param_3,int param_4)

{
  int iVar1;
  
  iVar1 = 0;
  if (0 < param_4) {
    do {
      iVar1 = iVar1 + 1;
      InternalWrite(this,param_1,param_2,param_3,&DAT_002c79d3,1);
    } while (iVar1 != param_4);
  }
  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)