L L4D2node

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 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)