KeyValues::LoadFromFile
0x00046e70 · 420 bytes · __thiscall
_ZN9KeyValues12LoadFromFileEP15IBaseFileSystemPKcS3_
Decompiled
undefined (4 params)
/* KeyValues::LoadFromFile(IBaseFileSystem*, char const*, char const*) */
undefined4 __thiscall
KeyValues::LoadFromFile(KeyValues *this,IBaseFileSystem *param_1,char *param_2,char *param_3)
{
IBaseFileSystem *pIVar1;
char cVar2;
int iVar3;
int iVar4;
char *pcVar5;
int iVar6;
undefined4 uVar7;
uint uVar8;
int local_54 [17];
iVar3 = (**(code **)(*(int *)param_1 + 8))(param_1,param_2,&DAT_000b2c79,param_3);
if (iVar3 != 0) {
s_LastFileLoadingFrom = param_2;
iVar4 = (**(code **)(*(int *)param_1 + 0x18))(param_1,iVar3);
uVar8 = iVar4 + 2;
pIVar1 = param_1 + -4;
cVar2 = (**(code **)(*(int *)(param_1 + -4) + 0x148))(pIVar1,iVar3,local_54,0,0);
if (cVar2 != '\0') {
uVar8 = iVar4 + 1 + local_54[0] & -local_54[0];
}
pcVar5 = (char *)(**(code **)(*(int *)(param_1 + -4) + 0x14c))(pIVar1,iVar3,uVar8,0);
iVar6 = (**(code **)(*(int *)(param_1 + -4) + 0x118))(pIVar1,pcVar5,uVar8,iVar4,iVar3);
uVar7 = 0;
(**(code **)(*(int *)param_1 + 0xc))(param_1,iVar3);
if (iVar6 != 0) {
pcVar5[iVar4] = '\0';
pcVar5[iVar4 + 1] = '\0';
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_54,0,0,0);
/* try { // try from 00046fb5 to 00046ffd has its CatchHandler @ 0004701a */
iVar3 = _V_strlen(pcVar5);
CUtlBuffer::SetExternalBuffer((CUtlBuffer *)local_54,pcVar5,uVar8,iVar3,9);
uVar7 = LoadFromBuffer(this,param_2,(CUtlBuffer *)local_54,param_1,(char *)0x0);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_54);
}
(**(code **)(*(int *)(param_1 + -4) + 0x150))(pIVar1,pcVar5);
return uVar7;
}
return 0;
}
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.