L L4D2node

KeyValues::CopySubkeys

0x00043fc0 · 82 bytes · __thiscall

_ZNK9KeyValues11CopySubkeysEPS_

Decompiled

undefined (2 params)

/* KeyValues::CopySubkeys(KeyValues*) const */

void __thiscall KeyValues::CopySubkeys(KeyValues *this,KeyValues *param_1)

{
  KeyValues *this_00;
  int iVar1;
  int iVar2;
  
  this_00 = *(KeyValues **)(this + 0x20);
  iVar1 = 0;
  while (this_00 != (KeyValues *)0x0) {
    iVar2 = MakeCopy(this_00);
    if (iVar1 == 0) {
      *(int *)(param_1 + 0x20) = iVar2;
      *(undefined4 *)(iVar2 + 0x1c) = 0;
      this_00 = *(KeyValues **)(this_00 + 0x1c);
      iVar1 = iVar2;
    }
    else {
      *(int *)(iVar1 + 0x1c) = iVar2;
      *(undefined4 *)(iVar2 + 0x1c) = 0;
      this_00 = *(KeyValues **)(this_00 + 0x1c);
      iVar1 = iVar2;
    }
  }
  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)