CMeleeWeaponInfoStore::RegisterMeleeWeaponType
0x00544ec0 · 155 bytes · __thiscall
_ZN21CMeleeWeaponInfoStore23RegisterMeleeWeaponTypeEPKcP9KeyValues
Decompiled
undefined (3 params)
/* CMeleeWeaponInfoStore::RegisterMeleeWeaponType(char const*, KeyValues*) */
void __thiscall
CMeleeWeaponInfoStore::RegisterMeleeWeaponType
(CMeleeWeaponInfoStore *this,char *param_1,KeyValues *param_2)
{
undefined4 uVar1;
int iVar2;
CMeleeWeaponInfo *this_00;
undefined4 local_24;
CMeleeWeaponInfo *local_20;
if ((param_1 != (char *)0x0) && (param_2 != (KeyValues *)0x0)) {
uVar1 = HandleForWeaponName(this,param_1,true);
local_24 = uVar1;
iVar2 = CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
::Find((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
*)(this + 0xc),(Node_t *)&local_24);
if (iVar2 == -1) {
this_00 = ::operator_new(0xca0);
/* try { // try from 00544f40 to 00544f44 has its CatchHandler @ 00544f63 */
CMeleeWeaponInfo::CMeleeWeaponInfo(this_00,param_1,param_2);
if (this_00 != (CMeleeWeaponInfo *)0x0) {
local_24 = uVar1;
local_20 = this_00;
CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
::Insert((CUtlRBTree<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int,CUtlMap<int,CMeleeWeaponInfo*,int>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<int,CMeleeWeaponInfo*,int>::Node_t,int>,int>>
*)(this + 0xc),(Node_t *)&local_24);
}
}
}
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.