L L4D2node

KeyValues::KeyValues

0x00b6f9b0 · 92 bytes · __thiscall

_ZN9KeyValuesC1EPKcS1_i

Decompiled

undefined (4 params)

/* KeyValues::KeyValues(char const*, char const*, int) */

void __thiscall KeyValues::KeyValues(KeyValues *this,char *param_1,char *param_2,int param_3)

{
  int iVar1;
  
  Init(this,(IKeyValuesSystem *)0x0,false);
  SetName(this,param_1);
  iVar1 = FindKey(this,param_2,true);
  if (iVar1 != 0) {
    *(undefined1 *)(iVar1 + 0x10) = 2;
    *(int *)(iVar1 + 0xc) = param_3;
  }
  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)