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 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.