PhysParseSurfaceData
0x00493170 · 299 bytes · __cdecl
_Z20PhysParseSurfaceDataP20IPhysicsSurfacePropsP11IFileSystem
Decompiled
undefined (2 params)
/* PhysParseSurfaceData(IPhysicsSurfaceProps*, IFileSystem*) */
void PhysParseSurfaceData(IPhysicsSurfaceProps *param_1,IFileSystem *param_2)
{
char cVar1;
KeyValues *pKVar2;
IBaseFileSystem *pIVar3;
char *pcVar4;
int iVar5;
undefined4 uVar6;
uint in_stack_ffffffc8;
pKVar2 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffc8);
/* try { // try from 004931ac to 004931b0 has its CatchHandler @ 004932a4 */
KeyValues::KeyValues(pKVar2,SURFACEPROP_MANIFEST_FILE,(IKeyValuesSystem *)0x0,false);
pIVar3 = (IBaseFileSystem *)0x0;
if (param_2 != (IFileSystem *)0x0) {
pIVar3 = (IBaseFileSystem *)(param_2 + 4);
}
cVar1 = KeyValues::LoadFromFile(pKVar2,pIVar3,SURFACEPROP_MANIFEST_FILE,"GAME");
if (cVar1 == '\0') {
Error("Unable to load manifest file \'%s\'\n",SURFACEPROP_MANIFEST_FILE);
KeyValues::deleteThis();
return;
}
for (pKVar2 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar2); pKVar2 != (KeyValues *)0x0;
pKVar2 = (KeyValues *)KeyValues::GetNextKey(pKVar2)) {
pcVar4 = (char *)KeyValues::GetName(pKVar2);
iVar5 = _V_stricmp(pcVar4,"file");
if (iVar5 == 0) {
pcVar4 = (char *)KeyValues::GetString(pKVar2,(char *)0x0,"");
AddSurfacepropFile(pcVar4,param_1,param_2);
}
else {
uVar6 = KeyValues::GetName(pKVar2);
Warning("surfaceprops::Init: Manifest \'%s\' with bogus file type \'%s\', expecting \'file\'\n"
,SURFACEPROP_MANIFEST_FILE,uVar6);
}
}
KeyValues::deleteThis();
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.