L L4D2node

ReadCheatCommandsFromFile

0x001148b0 · 571 bytes · __cdecl

_Z25ReadCheatCommandsFromFilePc

Decompiled

undefined (1 param)

/* ReadCheatCommandsFromFile(char*) */

void ReadCheatCommandsFromFile(char *param_1)

{
  code *pcVar1;
  uint uVar2;
  char cVar3;
  KeyValues *pKVar4;
  IBaseFileSystem *pIVar5;
  char *pcVar6;
  int iVar7;
  KeyValues *this;
  undefined4 uVar8;
  char *pcVar9;
  uint in_stack_ffffffc8;
  
  pKVar4 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
                    /* try { // try from 001148e8 to 001148ec has its CatchHandler @ 00114afa */
  KeyValues::KeyValues(pKVar4,"cheat_codes",(IKeyValuesSystem *)0x0,false);
  pIVar5 = (IBaseFileSystem *)0x0;
  if (g_pFullFileSystem != 0) {
    pIVar5 = (IBaseFileSystem *)(g_pFullFileSystem + 4);
  }
  cVar3 = KeyValues::LoadFromFile(pKVar4,pIVar5,param_1,(char *)0x0);
  if (cVar3 != '\0') {
    pKVar4 = (KeyValues *)KeyValues::GetFirstTrueSubKey(pKVar4);
    uVar2 = DAT_00355d0c;
    while (DAT_00355d0c = uVar2, pKVar4 != (KeyValues *)0x0) {
      CUtlVector<CheatCodeData_t,CUtlMemory<CheatCodeData_t,int>>::GrowVector
                ((CUtlVector<CheatCodeData_t,CUtlMemory<CheatCodeData_t,int>> *)&s_CheatCodeCommands
                 ,1);
      if (0 < (int)(~uVar2 + DAT_00355d0c)) {
        _V_memmove((void *)(s_CheatCodeCommands + 0xd0 + uVar2 * 0xd0),
                   (void *)(s_CheatCodeCommands + uVar2 * 0xd0),(~uVar2 + DAT_00355d0c) * 0xd0);
      }
      pcVar9 = (char *)(uVar2 * 0xd0 + s_CheatCodeCommands);
      pcVar6 = (char *)KeyValues::GetName(pKVar4);
      V_strncpy(pcVar9,pcVar6,0x20);
      iVar7 = KeyValues::GetInt(pKVar4,"dev",0);
      pcVar9[0x24] = '\0';
      pcVar9[0x25] = '\0';
      pcVar9[0x26] = '\0';
      pcVar9[0x27] = '\0';
      pcVar9[0x20] = iVar7 != 0;
      pcVar6 = (char *)KeyValues::GetString(pKVar4,"command","echo \"Cheat code has no command!\"");
      V_strncpy(pcVar9 + 0x50,pcVar6,0x80);
      for (this = (KeyValues *)KeyValues::GetFirstSubKey(pKVar4); this != (KeyValues *)0x0;
          this = (KeyValues *)KeyValues::GetNextKey(this)) {
        while( true ) {
          pcVar6 = (char *)KeyValues::GetName(this);
          iVar7 = _V_strcmp(pcVar6,"code");
          if (iVar7 != 0) break;
          iVar7 = *(int *)(pcVar9 + 0x24);
          pcVar1 = *(code **)(*g_pInputSystem + 0x74);
          uVar8 = KeyValues::GetString(this,(char *)0x0,"");
          uVar8 = (*pcVar1)(g_pInputSystem,uVar8);
          *(undefined4 *)(pcVar9 + iVar7 * 4 + 0x28) = uVar8;
          *(int *)(pcVar9 + 0x24) = *(int *)(pcVar9 + 0x24) + 1;
          this = (KeyValues *)KeyValues::GetNextKey(this);
          if (this == (KeyValues *)0x0) goto LAB_00114a7c;
        }
      }
LAB_00114a7c:
      if (*(int *)(pcVar9 + 0x24) < 0x20) {
        uVar8 = KeyValues::GetName(pKVar4);
        DevWarning("Cheat code \"%s\" has less than %i code elements!",uVar8,0x20);
      }
      pKVar4 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar4);
      uVar2 = DAT_00355d0c;
    }
  }
  KeyValues::deleteThis();
  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)