L L4D2node

IKeyValuesDumpContextAsText::KvWriteIndent

0x00040a40 · 108 bytes · __thiscall

_ZN27IKeyValuesDumpContextAsText13KvWriteIndentEi

Decompiled

undefined (2 params)

/* IKeyValuesDumpContextAsText::KvWriteIndent(int) */

void __thiscall
IKeyValuesDumpContextAsText::KvWriteIndent(IKeyValuesDumpContextAsText *this,int param_1)

{
  undefined1 *puVar1;
  int iVar2;
  code *pcVar3;
  int iVar4;
  int in_GS_OFFSET;
  int aiStack_40 [4];
  undefined1 auStack_30 [16];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar4 = -((param_1 * 2 + 0x10U & 0xfffffff0) + 0x10);
  puVar1 = auStack_30 + iVar4;
  *(int *)((int)aiStack_40 + iVar4 + 0xc) = param_1 * 2;
  *(undefined4 *)((int)aiStack_40 + iVar4 + 8) = 0x20;
  *(undefined1 **)((int)aiStack_40 + iVar4 + 4) = puVar1;
  *(undefined4 *)((int)aiStack_40 + iVar4) = 0x40a83;
  memset(*(void **)((int)aiStack_40 + iVar4 + 4),*(int *)((int)aiStack_40 + iVar4 + 8),
         *(size_t *)((int)aiStack_40 + iVar4 + 0xc));
  puVar1[param_1 * 2] = 0;
  iVar2 = *(int *)this;
  *(undefined1 **)((int)aiStack_40 + iVar4 + 8) = puVar1;
  *(IKeyValuesDumpContextAsText **)((int)aiStack_40 + iVar4 + 4) = this;
  pcVar3 = *(code **)(iVar2 + 0x10);
  *(undefined4 *)((int)aiStack_40 + iVar4) = 0x40a93;
  (*pcVar3)();
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)aiStack_40 + iVar4) = &UNK_00040aac;
  __stack_chk_fail();
}

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)