CMatchExtL4D::LoadCustomGameModes
0x00035880 · 1124 bytes · __thiscall
_ZN12CMatchExtL4D19LoadCustomGameModesEv
Decompiled
undefined (1 param)
/* CMatchExtL4D::LoadCustomGameModes() */
void __thiscall CMatchExtL4D::LoadCustomGameModes(CMatchExtL4D *this)
{
char cVar1;
KeyValues *this_00;
KeyValues *pKVar2;
KeyValues *this_01;
char *pcVar3;
int iVar4;
IBaseFileSystem *pIVar5;
undefined4 *puVar6;
int iVar7;
int iVar8;
int in_GS_OFFSET;
longlong lVar9;
int local_1254;
undefined4 local_1244;
undefined4 local_1240;
int local_123c [5];
char local_1228 [260];
KeyValues local_1124 [260];
char local_1020 [4096];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
this_00 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 4),"GameModes",true);
if (this_00 != (KeyValues *)0x0) {
this_01 = (KeyValues *)local_123c;
V_snprintf(local_1020,0x1000,"modes/*.txt");
V_FixSlashes(local_1020,'/');
local_123c[0] = 0;
local_123c[1] = 0;
local_123c[2] = 0;
local_123c[3] = 0;
local_123c[4] = 0;
/* try { // try from 00035943 to 000359a8 has its CatchHandler @ 00035cec */
(**(code **)(*g_pFullFileSystem + 0x84))(g_pFullFileSystem,this_01,local_1020,"GAME");
if (local_123c[3] < 1) {
local_1254 = 0;
}
else {
local_1254 = 0;
iVar8 = 0;
LAB_0003599d:
do {
this_01 = KeyValues::operator_new((KeyValues *)0x2c,(uint)this_01);
/* try { // try from 000359c6 to 000359ca has its CatchHandler @ 00035d09 */
KeyValues::KeyValues(this_01,"Mode",(IKeyValuesSystem *)0x0,false);
iVar7 = iVar8 * 0x10;
/* try { // try from 000359db to 00035c45 has its CatchHandler @ 00035cec */
pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(local_123c[0] + iVar7));
pIVar5 = (IBaseFileSystem *)0x0;
if (g_pFullFileSystem != (int *)0x0) {
pIVar5 = (IBaseFileSystem *)(g_pFullFileSystem + 1);
}
cVar1 = KeyValues::LoadFromFile(this_01,pIVar5,pcVar3,(char *)0x0);
if (cVar1 == '\0') {
LAB_00035968:
pKVar2 = (KeyValues *)CUtlString::Get((CUtlString *)(iVar7 + local_123c[0]));
Warning("CMatchExtL4D: Unable to load game mode from \"%s\".\n");
KeyValues::deleteThis();
}
else {
iVar4 = KeyValues::GetFirstSubKey(this_01);
if (iVar4 == 0) goto LAB_00035968;
pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(local_123c[0] + iVar7));
iVar4 = V_stristr(pcVar3,"workshop");
if (iVar4 != 0) {
pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(local_123c[0] + iVar7));
V_strncpy(local_1228,pcVar3,0x104);
V_StripLastDir(local_1228,0x104);
V_StripLastDir(local_1228,0x104);
V_StripTrailingSlash(local_1228);
V_FileBase(local_1228,(char *)local_1124,0x104);
local_1244 = 0;
local_1240 = 0;
sscanf((char *)local_1124,"%llu",&local_1244);
KeyValues::SetUint64((char *)this_01,CONCAT44(local_1244,"workshopid"));
}
pcVar3 = CUtlString::operator_cast_to_char_((CUtlString *)(iVar7 + local_123c[0]));
V_FileBase(pcVar3,(char *)local_1124,0x104);
KeyValues::SetString(this_01,"CfgFile",(char *)local_1124);
KeyValues::SetInt(this_01,"mutation",1);
KeyValues::SetInt(this_01,"addon",1);
lVar9 = KeyValues::GetUint64((char *)this_01,0xb0b8f);
if (lVar9 != 0) {
KeyValues::SetUint64((char *)this_01,0xb0b8f);
}
pKVar2 = local_1124;
iVar7 = KeyValues::FindKey(this_00,(char *)pKVar2,false);
if (iVar7 == 0) {
KeyValues::AddSubKey(this_00,this_01);
local_1254 = local_1254 + 1;
iVar8 = iVar8 + 1;
if (local_123c[3] <= iVar8) break;
goto LAB_0003599d;
}
}
this_01 = pKVar2;
iVar8 = iVar8 + 1;
} while (iVar8 < local_123c[3]);
}
DevMsg("\tLoaded %d custom game modes.\n",local_1254);
iVar8 = local_123c[3] + -1;
iVar7 = iVar8 * 0x10;
for (; -1 < iVar8; iVar8 = iVar8 + -1) {
puVar6 = (undefined4 *)(local_123c[0] + iVar7);
if (-1 < (int)puVar6[2]) {
if ((void *)*puVar6 != (void *)0x0) {
free((void *)*puVar6);
*puVar6 = 0;
}
puVar6[1] = 0;
}
iVar7 = iVar7 + -0x10;
}
local_123c[3] = 0;
CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_123c);
local_123c[4] = local_123c[0];
CUtlMemory<CUtlString,int>::Purge((CUtlMemory<CUtlString,int> *)local_123c);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* 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.