L L4D2node

CKeyValuesDumpContextAsDevMsg::KvWriteText

0x00040ab0 · 72 bytes · __thiscall

_ZN29CKeyValuesDumpContextAsDevMsg11KvWriteTextEPKc

Decompiled

undefined (2 params)

/* CKeyValuesDumpContextAsDevMsg::KvWriteText(char const*) */

undefined4 __thiscall
CKeyValuesDumpContextAsDevMsg::KvWriteText(CKeyValuesDumpContextAsDevMsg *this,char *param_1)

{
  if (0 < *(int *)(this + 4)) {
    DevMsg(*(int *)(this + 4),"%s",param_1);
    return 1;
  }
  Msg("%s",param_1);
  return 1;
}

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)