L L4D2node

KeyValues::MergeBaseKeys

0x00b70300 · 59 bytes · __thiscall

_ZN9KeyValues13MergeBaseKeysER10CUtlVectorIPS_10CUtlMemoryIS1_iEE

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = *(int *)(param_1 + 0xc);
  if (0 < iVar2) {
    do {
      iVar1 = iVar3 * 4;
      iVar3 = iVar3 + 1;
      RecursiveMergeKeyValues(this,*(KeyValues **)(*(int *)param_1 + iVar1));
    } while (iVar3 != 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)