KeyValues::CreateNewKey
0x00043ab0 · 155 bytes · __thiscall
_ZN9KeyValues12CreateNewKeyEv
Decompiled
undefined (1 param)
/* KeyValues::CreateNewKey() */
void __thiscall KeyValues::CreateNewKey(KeyValues *this)
{
char *__nptr;
long lVar1;
KeyValues *this_00;
int iVar2;
int in_GS_OFFSET;
char local_2c [12];
int local_20;
iVar2 = 1;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
this_00 = *(KeyValues **)(this + 0x20);
if (this_00 != (KeyValues *)0x0) {
iVar2 = 1;
do {
__nptr = (char *)GetName(this_00);
lVar1 = strtol(__nptr,(char **)0x0,10);
this_00 = *(KeyValues **)(this_00 + 0x1c);
if (iVar2 <= lVar1) {
iVar2 = lVar1 + 1;
}
} while (this_00 != (KeyValues *)0x0);
}
V_snprintf(local_2c,0xc,"%d",iVar2);
CreateKey(this,local_2c);
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.