KeyValues::Dump
0x00b728b0 · 245 bytes · __thiscall
_ZN9KeyValues4DumpEP21IKeyValuesDumpContexti
Decompiled
undefined (3 params)
/* KeyValues::Dump(IKeyValuesDumpContext*, int) */
undefined4 __thiscall KeyValues::Dump(KeyValues *this,IKeyValuesDumpContext *param_1,int param_2)
{
KeyValues KVar1;
char cVar2;
undefined4 uVar3;
KeyValues *this_00;
KeyValues *pKVar4;
cVar2 = (*(code *)**(undefined4 **)param_1)(param_1,this,param_2);
if (cVar2 != '\0') {
if ((this == (KeyValues *)0x0) ||
(this_00 = *(KeyValues **)(this + 0x20), this_00 == (KeyValues *)0x0)) {
LAB_00b7295d:
/* WARNING: Could not recover jumptable at 0x00b72975. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar3 = (**(code **)(*(int *)param_1 + 8))();
return uVar3;
}
KVar1 = this_00[0x10];
pKVar4 = this_00;
while (KVar1 == (KeyValues)0x0) {
pKVar4 = *(KeyValues **)(pKVar4 + 0x1c);
if (pKVar4 == (KeyValues *)0x0) goto LAB_00b7291f;
KVar1 = pKVar4[0x10];
}
while (cVar2 = (**(code **)(*(int *)param_1 + 4))(param_1,pKVar4,param_2 + 1), cVar2 != '\0') {
do {
pKVar4 = *(KeyValues **)(pKVar4 + 0x1c);
if (pKVar4 == (KeyValues *)0x0) {
this_00 = *(KeyValues **)(this + 0x20);
goto joined_r0x00b729b2;
}
} while (pKVar4[0x10] == (KeyValues)0x0);
}
}
return 0;
joined_r0x00b729b2:
if (this_00 == (KeyValues *)0x0) goto LAB_00b7295d;
LAB_00b7291f:
if (this_00[0x10] == (KeyValues)0x0) {
do {
cVar2 = Dump(this_00,param_1,param_2 + 1);
if (cVar2 == '\0') {
return 0;
}
do {
this_00 = *(KeyValues **)(this_00 + 0x1c);
if (this_00 == (KeyValues *)0x0) goto LAB_00b7295d;
} while (this_00[0x10] != (KeyValues)0x0);
} while( true );
}
this_00 = *(KeyValues **)(this_00 + 0x1c);
goto joined_r0x00b729b2;
}
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.