L L4D2node

KeyValues::GetFirstValue

0x00b6dfd0 · 38 bytes · __thiscall

_ZN9KeyValues13GetFirstValueEv

Decompiled

undefined (1 param)

/* KeyValues::GetFirstValue() */

int __thiscall KeyValues::GetFirstValue(KeyValues *this)

{
  int iVar1;
  
  if (this != (KeyValues *)0x0) {
    for (iVar1 = *(int *)(this + 0x20); (iVar1 != 0 && (*(char *)(iVar1 + 0x10) == '\0'));
        iVar1 = *(int *)(iVar1 + 0x1c)) {
    }
    return iVar1;
  }
  return 0;
}

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)