GetDefaultKeyBindings
0x00183fb0 · 447 bytes · unknown
_Z21GetDefaultKeyBindingsv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* GetDefaultKeyBindings() */
KeyValues * GetDefaultKeyBindings(void)
{
KeyValues *this;
int iVar1;
int iVar2;
char *pcVar3;
char *pcVar4;
int in_GS_OFFSET;
uint in_stack_ffffeab8;
char local_1520 [256];
char local_1420 [1024];
char local_1020 [4096];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
this = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffeab8);
/* try { // try from 00183ff0 to 00183ff4 has its CatchHandler @ 00184170 */
KeyValues::KeyValues(this,"defaults",(IKeyValuesSystem *)0x0,false);
V_snprintf(local_1020,0x1000,"%skb_def.lst","scripts/");
iVar1 = (**(code **)(*(int *)(g_pFileSystem + 4) + 8))
(g_pFileSystem + 4,local_1020,&DAT_002a9af2,0);
if (iVar1 == 0) {
ConMsg("Couldn\'t open kb_def.lst\n");
}
else {
iVar2 = (**(code **)(*(int *)(g_pFileSystem + 4) + 0x18))(g_pFileSystem + 4,iVar1);
pcVar3 = operator_new__(iVar2 + 1);
(*(code *)**(undefined4 **)(g_pFileSystem + 4))(g_pFileSystem + 4,pcVar3,iVar2,iVar1);
(**(code **)(*(int *)(g_pFileSystem + 4) + 0xc))(g_pFileSystem + 4,iVar1);
pcVar3[iVar2] = '\0';
pcVar4 = pcVar3;
while( true ) {
pcVar4 = (char *)COM_ParseFile(pcVar4,local_1420,0x400);
if (local_1420[0] == '\0') break;
V_strncpy(local_1520,local_1420,0x100);
pcVar4 = (char *)COM_ParseFile(pcVar4,local_1420,0x400);
if (local_1420[0] == '\0') break;
KeyValues::SetString(this,local_1420,local_1520);
}
operator_delete(pcVar3);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return this;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.