KeyValues::CopySubkeys
0x0024f1b0 · 82 bytes · __thiscall
_ZNK9KeyValues11CopySubkeysEPS_
Decompiled
undefined (2 params)
/* KeyValues::CopySubkeys(KeyValues*) const */
void __thiscall KeyValues::CopySubkeys(KeyValues *this,KeyValues *param_1)
{
KeyValues *this_00;
int iVar1;
int iVar2;
this_00 = *(KeyValues **)(this + 0x20);
iVar1 = 0;
while (this_00 != (KeyValues *)0x0) {
iVar2 = MakeCopy(this_00);
if (iVar1 == 0) {
*(int *)(param_1 + 0x20) = iVar2;
*(undefined4 *)(iVar2 + 0x1c) = 0;
this_00 = *(KeyValues **)(this_00 + 0x1c);
iVar1 = iVar2;
}
else {
*(int *)(iVar1 + 0x1c) = iVar2;
*(undefined4 *)(iVar2 + 0x1c) = 0;
this_00 = *(KeyValues **)(this_00 + 0x1c);
iVar1 = iVar2;
}
}
return;
}
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.