ReadDamageCutoutDataFromFile
0x00520df0 · 46 bytes · __cdecl
_Z28ReadDamageCutoutDataFromFileR10CUtlVectorI17sDamageCutoutInfo10CUtlMemoryIS0_iEERS_IiS1_IiiEEP11IFileSystemPKcPKh
Decompiled
undefined (5 params)
/* ReadDamageCutoutDataFromFile(CUtlVector<sDamageCutoutInfo, CUtlMemory<sDamageCutoutInfo, int> >&,
CUtlVector<int, CUtlMemory<int, int> >&, IFileSystem*, char const*, unsigned char const*) */
undefined4
ReadDamageCutoutDataFromFile
(CUtlVector *param_1,CUtlVector *param_2,IFileSystem *param_3,char *param_4,uchar *param_5
)
{
undefined4 uVar1;
if (0 < *(int *)(param_1 + 0xc)) {
return 0;
}
uVar1 = ReadDamageCutoutDataFromFile(param_1,param_2,param_3,param_4,param_5);
return uVar1;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.