L L4D2node

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 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)