KeyValues::InternalWrite
0x00b6d2a0 · 81 bytes · __thiscall
_ZN9KeyValues13InternalWriteEP15IBaseFileSystemPvP10CUtlBufferPKvi
Decompiled
undefined (6 params)
/* KeyValues::InternalWrite(IBaseFileSystem*, void*, CUtlBuffer*, void const*, int) */
void __thiscall
KeyValues::InternalWrite
(KeyValues *this,IBaseFileSystem *param_1,void *param_2,CUtlBuffer *param_3,void *param_4,
int param_5)
{
if (param_1 != (IBaseFileSystem *)0x0) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_4,param_5,param_2);
}
if (param_3 != (CUtlBuffer *)0x0) {
CUtlBuffer::Put(param_3,param_4,param_5);
return;
}
return;
}
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.