ParseVector
0x0043bdd0 · 155 bytes · __cdecl
_Z11ParseVectorP9KeyValuesPKcR6Vector
Decompiled
undefined (3 params)
/* ParseVector(KeyValues*, char const*, Vector&) */
void ParseVector(KeyValues *param_1,char *param_2,Vector *param_3)
{
char *__s;
int iVar1;
undefined4 local_18;
undefined4 local_14;
undefined4 local_10 [2];
*(undefined4 *)(param_3 + 8) = 0;
*(undefined4 *)(param_3 + 4) = 0;
*(undefined4 *)param_3 = 0;
if ((param_1 != (KeyValues *)0x0) && (param_2 != (char *)0x0)) {
__s = (char *)KeyValues::GetString(param_1,param_2,"0 0 0");
if ((__s != (char *)0x0) && (*__s != '\0')) {
iVar1 = sscanf(__s,"%f %f %f",&local_18,&local_14,local_10);
if (iVar1 == 3) {
*(undefined4 *)param_3 = local_18;
*(undefined4 *)(param_3 + 4) = local_14;
*(undefined4 *)(param_3 + 8) = local_10[0];
}
}
}
return;
}
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.