L L4D2node

KeyValues::RecursiveSaveToFile

0x00041b20 · 49 bytes · __thiscall

_ZN9KeyValues19RecursiveSaveToFileER10CUtlBufferi

Decompiled

undefined (3 params)

/* KeyValues::RecursiveSaveToFile(CUtlBuffer&, int) */

void __thiscall KeyValues::RecursiveSaveToFile(KeyValues *this,CUtlBuffer *param_1,int param_2)

{
  RecursiveSaveToFile(this,(IBaseFileSystem *)0x0,(void *)0x0,param_1,param_2);
  return;
}

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)