L L4D2node

LoadAndSpawnEntities_ParseEntKVBlockHelper

0x00b2efd0 · 169 bytes · __cdecl

_Z42LoadAndSpawnEntities_ParseEntKVBlockHelperP11CBaseEntityP9KeyValues

Decompiled

undefined (2 params)

/* LoadAndSpawnEntities_ParseEntKVBlockHelper(CBaseEntity*, KeyValues*) */

void LoadAndSpawnEntities_ParseEntKVBlockHelper(CBaseEntity *param_1,KeyValues *param_2)

{
  code *pcVar1;
  KeyValues *this;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  undefined4 uVar5;
  
  this = (KeyValues *)KeyValues::GetFirstSubKey(param_2);
  do {
    if (this == (KeyValues *)0x0) {
      return;
    }
    while( true ) {
      pcVar2 = (char *)KeyValues::GetName(this);
      iVar3 = _V_strcmp(pcVar2,"connections");
      if (iVar3 == 0) break;
      pcVar1 = *(code **)(*(int *)param_1 + 0x84);
      uVar4 = KeyValues::GetString(this,(char *)0x0,"");
      uVar5 = KeyValues::GetName(this);
      (*pcVar1)(param_1,uVar5,uVar4);
      this = (KeyValues *)KeyValues::GetNextKey(this);
      if (this == (KeyValues *)0x0) {
        return;
      }
    }
    LoadAndSpawnEntities_ParseEntKVBlockHelper(param_1,this);
    this = (KeyValues *)KeyValues::GetNextKey(this);
  } while( true );
}

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)