L L4D2node

KeyValues::AddSubKey

0x00b6de80 · 40 bytes · __thiscall

_ZN9KeyValues9AddSubKeyEPS_

Decompiled

undefined (2 params)

/* KeyValues::AddSubKey(KeyValues*) */

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

{
  int iVar1;
  int iVar2;
  
  iVar1 = *(int *)(this + 0x20);
  if (*(int *)(this + 0x20) != 0) {
    do {
      iVar2 = iVar1;
      iVar1 = *(int *)(iVar2 + 0x1c);
    } while (iVar1 != 0);
    *(KeyValues **)(iVar2 + 0x1c) = param_1;
    return;
  }
  *(KeyValues **)(this + 0x20) = param_1;
  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)