L L4D2node

IKeyValuesDumpContextAsText::KvEndKey

0x00040990 · 75 bytes · __thiscall

_ZN27IKeyValuesDumpContextAsText8KvEndKeyEP9KeyValuesi

Decompiled

undefined (3 params)

/* IKeyValuesDumpContextAsText::KvEndKey(KeyValues*, int) */

undefined4 __thiscall
IKeyValuesDumpContextAsText::KvEndKey
          (IKeyValuesDumpContextAsText *this,KeyValues *param_1,int param_2)

{
  undefined4 uVar1;
  
  if (param_1 == (KeyValues *)0x0) {
    return 1;
  }
  uVar1 = (**(code **)(*(int *)this + 0xc))(this,param_2);
  if ((char)uVar1 == '\0') {
    return uVar1;
  }
                    /* WARNING: Could not recover jumptable at 0x000409d4. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  uVar1 = (**(code **)(*(int *)this + 0x10))();
  return uVar1;
}

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)