L L4D2node

KeyValues::LoadFromBuffer

0x00b733f0 · 234 bytes · __thiscall

_ZN9KeyValues14LoadFromBufferEPKcS1_P15IBaseFileSystemS1_

Decompiled

undefined (5 params)

/* KeyValues::LoadFromBuffer(char const*, char const*, IBaseFileSystem*, char const*) */

undefined4 __thiscall
KeyValues::LoadFromBuffer
          (KeyValues *this,char *param_1,char *param_2,IBaseFileSystem *param_3,char *param_4)

{
  int iVar1;
  undefined4 uVar2;
  uint uVar3;
  char *pcVar4;
  CUtlBuffer local_54 [68];
  
  if (param_2 != (char *)0x0) {
    iVar1 = _V_strlen(param_2);
    CUtlBuffer::CUtlBuffer(local_54,param_2,iVar1,9);
    if (((2 < iVar1) && (*param_2 == -1)) && (param_2[1] == -2)) {
      uVar3 = V_UnicodeToUTF8((wchar_t *)(param_2 + 2),(char *)0x0,0);
      pcVar4 = operator_new__(uVar3);
      V_UnicodeToUTF8((wchar_t *)(param_2 + 2),pcVar4,uVar3);
      CUtlBuffer::AssumeMemory(local_54,pcVar4,uVar3,uVar3,9);
    }
                    /* try { // try from 00b7344e to 00b734de has its CatchHandler @ 00b734e4 */
    uVar2 = LoadFromBuffer(this,param_1,local_54,param_3,param_4);
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
    return uVar2;
  }
  return 1;
}

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)