L L4D2node

KeyValues::CreateNewKey

0x00b6fce0 · 155 bytes · __thiscall

_ZN9KeyValues12CreateNewKeyEv

Decompiled

undefined (1 param)

/* KeyValues::CreateNewKey() */

void __thiscall KeyValues::CreateNewKey(KeyValues *this)

{
  char *__nptr;
  long lVar1;
  KeyValues *this_00;
  int iVar2;
  int in_GS_OFFSET;
  char local_2c [12];
  int local_20;
  
  iVar2 = 1;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  this_00 = *(KeyValues **)(this + 0x20);
  if (this_00 != (KeyValues *)0x0) {
    iVar2 = 1;
    do {
      __nptr = (char *)GetName(this_00);
      lVar1 = strtol(__nptr,(char **)0x0,10);
      this_00 = *(KeyValues **)(this_00 + 0x1c);
      if (iVar2 <= lVar1) {
        iVar2 = lVar1 + 1;
      }
    } while (this_00 != (KeyValues *)0x0);
  }
  V_snprintf(local_2c,0xc,"%d",iVar2);
  CreateKey(this,local_2c);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)