L L4D2node

CPropData::ParsePropFromBase

0x00498100 · 286 bytes · __thiscall

_ZN9CPropData17ParsePropFromBaseEP11CBaseEntityP22IBreakableWithPropDataPKc

Decompiled

undefined (4 params)

/* CPropData::ParsePropFromBase(CBaseEntity*, IBreakableWithPropData*, char const*) */

undefined4 __thiscall
CPropData::ParsePropFromBase
          (CPropData *this,CBaseEntity *param_1,IBreakableWithPropData *param_2,char *param_3)

{
  code *pcVar1;
  KeyValues *pKVar2;
  undefined1 *puVar3;
  undefined4 uVar4;
  undefined1 *local_20 [4];
  
  uVar4 = 2;
  if (((this[0x10] != (CPropData)0x0) && (uVar4 = 3, param_2 != (IBreakableWithPropData *)0x0)) &&
     (*(KeyValues **)(this + 0xc) != (KeyValues *)0x0)) {
    pKVar2 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 0xc),param_3,false);
    if (pKVar2 == (KeyValues *)0x0) {
      (**(code **)(*(int *)param_1 + 0x20))(local_20,param_1);
      if (local_20[0] == (undefined1 *)0x0) {
        local_20[0] = &DAT_00d539c2;
      }
      puVar3 = &DAT_00d539c2;
      if (*(undefined1 **)(param_1 + 0x7c) != (undefined1 *)0x0) {
        puVar3 = *(undefined1 **)(param_1 + 0x7c);
      }
      Warning("%s \'%s\' has a base specified as \'%s\', but there is no matching entry in propdata.txt.\n"
              ,puVar3,local_20[0],param_3);
    }
    else {
      (**(code **)(*(int *)param_2 + 0x94))(local_20,param_2);
      if (local_20[0] == (undefined1 *)0x0) {
        pcVar1 = *(code **)(*(int *)param_2 + 0x90);
        AllocPooledString((char *)local_20);
        (*pcVar1)(param_2,local_20[0]);
      }
      uVar4 = ParsePropFromKV(this,param_1,param_2,pKVar2,pKVar2);
    }
  }
  return uVar4;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)