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 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.