IKeyValuesDumpContextAsText::KvBeginKey
0x00b6ce70 · 116 bytes · __thiscall
_ZN27IKeyValuesDumpContextAsText10KvBeginKeyEP9KeyValuesi
Decompiled
undefined (3 params)
/* IKeyValuesDumpContextAsText::KvBeginKey(KeyValues*, int) */
undefined4 __thiscall
IKeyValuesDumpContextAsText::KvBeginKey
(IKeyValuesDumpContextAsText *this,KeyValues *param_1,int param_2)
{
code *pcVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
if (param_1 == (KeyValues *)0x0) {
cVar2 = (**(code **)(*(int *)this + 0xc))(this,param_2);
if (cVar2 != '\0') {
iVar4 = *(int *)this;
LAB_00b6cec3:
/* WARNING: Could not recover jumptable at 0x00b6ced0. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(iVar4 + 0x10))();
return uVar3;
}
}
else {
cVar2 = (**(code **)(*(int *)this + 0xc))();
if (cVar2 != '\0') {
pcVar1 = *(code **)(*(int *)this + 0x10);
uVar3 = KeyValues::GetName(param_1);
cVar2 = (*pcVar1)(this,uVar3);
if (cVar2 != '\0') {
iVar4 = *(int *)this;
goto LAB_00b6cec3;
}
}
}
return 0;
}
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.