CMeleeWeaponInfo::Parse
0x00544220 · 1758 bytes · __thiscall
_ZN16CMeleeWeaponInfo5ParseEPKcP9KeyValues
Decompiled
undefined (3 params)
/* CMeleeWeaponInfo::Parse(char const*, KeyValues*) */
void __thiscall CMeleeWeaponInfo::Parse(CMeleeWeaponInfo *this,char *param_1,KeyValues *param_2)
{
char *pcVar1;
int iVar2;
uint uVar3;
undefined4 uVar4;
KeyValues *pKVar5;
CMeleeWeaponInfo *pCVar6;
byte bVar7;
longdouble lVar8;
melee_anim_t local_4c [32];
undefined1 local_2c;
undefined1 local_2b;
bVar7 = 0;
V_strncpy((char *)(this + 0xc50),param_1,0x50);
lVar8 = (longdouble)KeyValues::GetFloat(param_2,"refire_delay",1.0);
*(float *)(this + 4) = (float)lVar8;
pcVar1 = (char *)KeyValues::GetString(param_2,"viewmodel","");
V_strncpy((char *)(this + 8),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"playermodel","");
V_strncpy((char *)(this + 0x58),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"addon_attachment","melee");
V_strncpy((char *)(this + 0xa8),pcVar1,0x50);
ParseVector(param_2,"addon_offset",(Vector *)(this + 0xf8));
ParseAngles(param_2,"addon_angles",(QAngle *)(this + 0x104));
pcVar1 = (char *)KeyValues::GetString(param_2,"anim_prefix","");
V_strncpy((char *)(this + 0x110),pcVar1,0x50);
iVar2 = KeyValues::GetInt(param_2,"damage",1);
*(float *)(this + 0x120) = (float)iVar2;
uVar3 = KeyValues::GetInt(param_2,"damage_flags",0);
*(uint *)(this + 0x124) = uVar3 | 0x200000;
uVar4 = KeyValues::GetInt(param_2,"rumble_effect",-1);
*(undefined4 *)(this + 0x128) = uVar4;
iVar2 = KeyValues::GetInt(param_2,"decapitates",0);
this[300] = (CMeleeWeaponInfo)(iVar2 != 0);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_idle","");
V_strncpy((char *)(this + 0x12d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_walk","");
V_strncpy((char *)(this + 0x17d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_run","");
V_strncpy((char *)(this + 0x1cd),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_crouchidle","");
V_strncpy((char *)(this + 0x21d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_crouchwalk","");
V_strncpy((char *)(this + 0x26d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_crouchwalk","");
V_strncpy((char *)(this + 0x2bd),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_idleinjured","");
V_strncpy((char *)(this + 0x30d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_walkinjured","");
V_strncpy((char *)(this + 0x35d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_runinjured","");
V_strncpy((char *)(this + 0x3ad),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_idlecalm","");
V_strncpy((char *)(this + 0x3fd),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_walkcalm","");
V_strncpy((char *)(this + 0x44d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_runcalm","");
V_strncpy((char *)(this + 0x49d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_jump","");
V_strncpy((char *)(this + 0x4ed),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_deploy","");
V_strncpy((char *)(this + 0x53d),pcVar1,0x50);
pcVar1 = (char *)KeyValues::GetString(param_2,"activity_shove","");
V_strncpy((char *)(this + 0x58d),pcVar1,0x50);
pCVar6 = this + 0x5dd;
for (iVar2 = 400; iVar2 != 0; iVar2 = iVar2 + -1) {
*(undefined4 *)pCVar6 = 0;
pCVar6 = pCVar6 + (uint)bVar7 * -8 + 4;
}
iVar2 = 0;
pKVar5 = (KeyValues *)KeyValues::FindKey(param_2,"SoundData",false);
pCVar6 = this + 0x5dd;
if (pKVar5 != (KeyValues *)0x0) {
do {
while ((pcVar1 = (char *)KeyValues::GetString(pKVar5,(&pWeaponSoundCategories)[iVar2],""),
pcVar1 == (char *)0x0 || (*pcVar1 == '\0'))) {
iVar2 = iVar2 + 1;
pCVar6 = pCVar6 + 0x50;
if (iVar2 == 0x14) goto LAB_005447b1;
}
iVar2 = iVar2 + 1;
V_strncpy((char *)pCVar6,pcVar1,0x50);
pCVar6 = pCVar6 + 0x50;
} while (iVar2 != 0x14);
}
LAB_005447b1:
uVar4 = KeyValues::GetInt(param_2,"player_anim_event",0x21);
*(undefined4 *)(this + 0xc48) = uVar4;
lVar8 = (longdouble)KeyValues::GetFloat(param_2,"weapon_idle_time",2.0);
*(float *)(this + 0xc4c) = (float)lVar8;
pKVar5 = (KeyValues *)KeyValues::FindKey(param_2,"primaryattacks",false);
if (pKVar5 != (KeyValues *)0x0) {
pKVar5 = (KeyValues *)KeyValues::GetFirstTrueSubKey(pKVar5);
for (; pKVar5 != (KeyValues *)0x0; pKVar5 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar5)) {
ParseSwing(this,local_4c,pKVar5);
local_2c = 1;
local_2b = 0;
CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>>::InsertBefore
((CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>> *)(this + 0xc20),
*(int *)(this + 0xc2c),local_4c);
}
}
pKVar5 = (KeyValues *)KeyValues::FindKey(param_2,"secondaryattacks",false);
if (pKVar5 != (KeyValues *)0x0) {
pKVar5 = (KeyValues *)KeyValues::GetFirstTrueSubKey(pKVar5);
for (; pKVar5 != (KeyValues *)0x0; pKVar5 = (KeyValues *)KeyValues::GetNextTrueSubKey(pKVar5)) {
ParseSwing(this,local_4c,pKVar5);
local_2c = 0;
local_2b = 0;
CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>>::InsertBefore
((CUtlVector<melee_anim_t,CUtlMemory<melee_anim_t,int>> *)(this + 0xc34),
*(int *)(this + 0xc40),local_4c);
}
}
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.