L L4D2node

KeyValues::ProcessResolutionKeys

0x00250e40 · 342 bytes · __thiscall

_ZN9KeyValues21ProcessResolutionKeysEPKc

Decompiled

undefined (2 params)

/* KeyValues::ProcessResolutionKeys(char const*) */

undefined4 __thiscall KeyValues::ProcessResolutionKeys(KeyValues *this,char *param_1)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  int iVar5;
  KeyValues *this_00;
  int in_GS_OFFSET;
  char local_a0 [128];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (((param_1 == (char *)0x0) || (this == (KeyValues *)0x0)) ||
     (this_00 = *(KeyValues **)(this + 0x20), this_00 == (KeyValues *)0x0)) {
    uVar4 = 0;
  }
  else {
    do {
      ProcessResolutionKeys(this_00,param_1);
      pcVar2 = (char *)GetName(this_00);
      iVar3 = V_stristr(pcVar2,param_1);
      if (iVar3 != 0) {
        pcVar2 = (char *)GetName(this_00);
        V_strncpy(local_a0,pcVar2,0x80);
        pcVar2 = (char *)V_stristr(local_a0,param_1);
        if ((pcVar2 != (char *)0x0) && (iVar3 = _V_stricmp(pcVar2,param_1), iVar3 == 0)) {
          *pcVar2 = '\0';
          iVar3 = FindKey(this,local_a0,false);
          if (iVar3 != 0) {
            iVar1 = *(int *)(this + 0x20);
            if (iVar3 == *(int *)(this + 0x20)) {
              *(undefined4 *)(this + 0x20) = *(undefined4 *)(iVar3 + 0x1c);
            }
            else {
              do {
                iVar5 = iVar1;
                iVar1 = *(int *)(iVar5 + 0x1c);
                if (iVar1 == 0) goto LAB_00250f3d;
              } while (iVar3 != iVar1);
              *(undefined4 *)(iVar5 + 0x1c) = *(undefined4 *)(iVar3 + 0x1c);
            }
LAB_00250f3d:
            *(undefined4 *)(iVar3 + 0x1c) = 0;
            deleteThis();
          }
          SetName(this_00,local_a0);
        }
      }
      this_00 = *(KeyValues **)(this_00 + 0x1c);
    } while (this_00 != (KeyValues *)0x0);
    uVar4 = 1;
  }
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return uVar4;
}

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)