L L4D2node

KeyValues::operator.new

0x00042990 · 33 bytes · __cdecl

_ZN9KeyValuesnwEjiPKci

Decompiled

void * (4 params)

/* KeyValues::operator new(unsigned int, int, char const*, int) */

void * KeyValues::operator_new(uint param_1,int param_2,char *param_3,int param_4)

{
  int *piVar1;
  void *pvVar2;
  
  piVar1 = (int *)KeyValuesSystem();
                    /* WARNING: Could not recover jumptable at 0x000429af. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  pvVar2 = (void *)(**(code **)(*piVar1 + 0xc))();
  return pvVar2;
}

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)