KeyValues::CreateKey
0x0024ebe0 · 151 bytes · __thiscall
_ZN9KeyValues9CreateKeyEPKc
Decompiled
undefined (2 params)
/* KeyValues::CreateKey(char const*) */
KeyValues * __thiscall KeyValues::CreateKey(KeyValues *this,char *param_1)
{
int iVar1;
KeyValues *this_00;
int iVar2;
uint in_stack_ffffffe8;
this_00 = operator_new((KeyValues *)0x2c,in_stack_ffffffe8);
Init(this_00,*(IKeyValuesSystem **)(this + 0x14),false);
/* try { // try from 0024ec1a to 0024ec1e has its CatchHandler @ 0024ec8b */
SetName(this_00,param_1);
if (this_00 == (KeyValues *)0x0) {
return (KeyValues *)0x0;
}
if (*(int *)this_00 == -1) {
~KeyValues(this_00);
operator_delete(this_00,param_1);
this_00 = (KeyValues *)0x0;
}
else {
this_00[0x11] = (KeyValues)(this[0x11] != (KeyValues)0x0);
iVar1 = *(int *)(this + 0x20);
if (*(int *)(this + 0x20) == 0) {
*(KeyValues **)(this + 0x20) = this_00;
return this_00;
}
do {
iVar2 = iVar1;
iVar1 = *(int *)(iVar2 + 0x1c);
} while (iVar1 != 0);
*(KeyValues **)(iVar2 + 0x1c) = this_00;
}
return this_00;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.