L L4D2node

KeyValues::Dump

0x00251870 · 245 bytes · __thiscall

_ZN9KeyValues4DumpEP21IKeyValuesDumpContexti

Decompiled

undefined (3 params)

/* KeyValues::Dump(IKeyValuesDumpContext*, int) */

undefined4 __thiscall KeyValues::Dump(KeyValues *this,IKeyValuesDumpContext *param_1,int param_2)

{
  KeyValues KVar1;
  char cVar2;
  undefined4 uVar3;
  KeyValues *this_00;
  KeyValues *pKVar4;
  
  cVar2 = (*(code *)**(undefined4 **)param_1)(param_1,this,param_2);
  if (cVar2 != '\0') {
    if ((this == (KeyValues *)0x0) ||
       (this_00 = *(KeyValues **)(this + 0x20), this_00 == (KeyValues *)0x0)) {
LAB_0025191d:
                    /* WARNING: Could not recover jumptable at 0x00251935. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar3 = (**(code **)(*(int *)param_1 + 8))();
      return uVar3;
    }
    KVar1 = this_00[0x10];
    pKVar4 = this_00;
    while (KVar1 == (KeyValues)0x0) {
      pKVar4 = *(KeyValues **)(pKVar4 + 0x1c);
      if (pKVar4 == (KeyValues *)0x0) goto LAB_002518df;
      KVar1 = pKVar4[0x10];
    }
    while (cVar2 = (**(code **)(*(int *)param_1 + 4))(param_1,pKVar4,param_2 + 1), cVar2 != '\0') {
      do {
        pKVar4 = *(KeyValues **)(pKVar4 + 0x1c);
        if (pKVar4 == (KeyValues *)0x0) {
          this_00 = *(KeyValues **)(this + 0x20);
          goto joined_r0x00251972;
        }
      } while (pKVar4[0x10] == (KeyValues)0x0);
    }
  }
  return 0;
joined_r0x00251972:
  if (this_00 == (KeyValues *)0x0) goto LAB_0025191d;
LAB_002518df:
  if (this_00[0x10] == (KeyValues)0x0) {
    do {
      cVar2 = Dump(this_00,param_1,param_2 + 1);
      if (cVar2 == '\0') {
        return 0;
      }
      do {
        this_00 = *(KeyValues **)(this_00 + 0x1c);
        if (this_00 == (KeyValues *)0x0) goto LAB_0025191d;
      } while (this_00[0x10] != (KeyValues)0x0);
    } while( true );
  }
  this_00 = *(KeyValues **)(this_00 + 0x1c);
  goto joined_r0x00251972;
}

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)