ReadKeyValuesFile
0x000d8760 · 384 bytes · __cdecl
_Z17ReadKeyValuesFilePKc
Decompiled
undefined (1 param)
/* ReadKeyValuesFile(char const*) */
KeyValues * ReadKeyValuesFile(char *param_1)
{
char cVar1;
FILE *__stream;
long lVar2;
int iVar3;
KeyValues *this;
uint uVar4;
char *local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
char *local_20;
__stream = (FILE *)__wrap_fopen(param_1,&DAT_002a3e98);
if (__stream == (FILE *)0x0) {
this = (KeyValues *)0x0;
}
else {
local_30 = (char *)0x0;
local_2c = 0;
local_28 = 0;
local_24 = 0;
local_20 = (char *)0x0;
fseek(__stream,0,2);
/* try { // try from 000d87c7 to 000d8833 has its CatchHandler @ 000d8900 */
lVar2 = ftell(__stream);
iVar3 = lVar2 + 1;
local_24 = 0;
if (iVar3 != 0) {
CUtlVector<char,CUtlMemory<char,int>>::GrowVector
((CUtlVector<char,CUtlMemory<char,int>> *)&local_30,iVar3);
CUtlVector<char,CUtlMemory<char,int>>::ShiftElementsRight
((CUtlVector<char,CUtlMemory<char,int>> *)&local_30,0,iVar3);
}
fseek(__stream,0,0);
uVar4 = 1;
fread(local_30,1,local_24 - 1,__stream);
fclose(__stream);
local_30[local_24 + -1] = '\0';
this = KeyValues::operator_new((KeyValues *)0x2c,uVar4);
/* try { // try from 000d8851 to 000d8855 has its CatchHandler @ 000d88e4 */
KeyValues::KeyValues(this,"",(IKeyValuesSystem *)0x0,false);
/* try { // try from 000d8874 to 000d88d8 has its CatchHandler @ 000d8900 */
cVar1 = KeyValues::LoadFromBuffer(this,param_1,local_30,(IBaseFileSystem *)0x0,(char *)0x0);
if (cVar1 == '\0') {
KeyValues::deleteThis();
this = (KeyValues *)0x0;
}
local_24 = 0;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_30);
local_20 = local_30;
CUtlMemory<char,int>::Purge((CUtlMemory<char,int> *)&local_30);
}
return this;
}
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.