L L4D2node

KeyValues::AppendIncludedKeys

0x00b6e230 · 77 bytes · __thiscall

_ZN9KeyValues18AppendIncludedKeysER10CUtlVectorIPS_10CUtlMemoryIS1_iEE

Decompiled

undefined (2 params)

/* KeyValues::AppendIncludedKeys(CUtlVector<KeyValues*, CUtlMemory<KeyValues*, int> >&) */

void __thiscall KeyValues::AppendIncludedKeys(KeyValues *this,CUtlVector *param_1)

{
  int iVar1;
  int iVar2;
  KeyValues *pKVar3;
  KeyValues *pKVar4;
  int iVar5;
  
  iVar5 = 0;
  iVar2 = *(int *)(param_1 + 0xc);
  if (0 < iVar2) {
    do {
      iVar1 = iVar5 * 4;
      pKVar3 = (KeyValues *)0x0;
      for (pKVar4 = this; pKVar4 != (KeyValues *)0x0; pKVar4 = *(KeyValues **)(pKVar4 + 0x1c)) {
        pKVar3 = pKVar4;
      }
      iVar5 = iVar5 + 1;
      *(undefined4 *)(pKVar3 + 0x1c) = *(undefined4 *)(*(int *)param_1 + iVar1);
    } while (iVar5 != iVar2);
  }
  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)