L L4D2node

ReadMaterialValues

0x00520270 · 358 bytes · __cdecl

_Z18ReadMaterialValuesP9KeyValuesiR17sDamageCutoutInfo

Decompiled

undefined (3 params)

/* ReadMaterialValues(KeyValues*, int, sDamageCutoutInfo&) */

void ReadMaterialValues(KeyValues *param_1,int param_2,sDamageCutoutInfo *param_3)

{
  KeyValues *pKVar1;
  char *pcVar2;
  
  pKVar1 = (KeyValues *)KeyValues::FindKey(param_1,"Center",false);
  if (pKVar1 != (KeyValues *)0x0) {
    pcVar2 = (char *)KeyValues::GetString(pKVar1,(char *)0x0,"");
    ParseStringToVector(pcVar2,(Vector *)(param_3 + param_2 * 0x30 + 0xf0c));
  }
  pKVar1 = (KeyValues *)KeyValues::FindKey(param_1,"Scale",false);
  if (pKVar1 != (KeyValues *)0x0) {
    pcVar2 = (char *)KeyValues::GetString(pKVar1,(char *)0x0,"");
    ParseStringToVector(pcVar2,(Vector *)(param_3 + param_2 * 0x30 + 0xf30));
  }
  pKVar1 = (KeyValues *)KeyValues::FindKey(param_1,"Lookat",false);
  if (pKVar1 != (KeyValues *)0x0) {
    pcVar2 = (char *)KeyValues::GetString(pKVar1,(char *)0x0,"");
    ParseStringToVector(pcVar2,(Vector *)(param_3 + param_2 * 0x30 + 0xf18));
  }
  pKVar1 = (KeyValues *)KeyValues::FindKey(param_1,"Up",false);
  if (pKVar1 != (KeyValues *)0x0) {
    pcVar2 = (char *)KeyValues::GetString(pKVar1,(char *)0x0,"");
    ParseStringToVector(pcVar2,(Vector *)(param_3 + param_2 * 0x30 + 0xf24));
    return;
  }
  return;
}

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)