CMeleeWeaponInfoStore::LoadScripts
0x00545420 · 486 bytes · __cdecl
_ZN21CMeleeWeaponInfoStore11LoadScriptsEb
Decompiled
undefined (1 param)
/* CMeleeWeaponInfoStore::LoadScripts(bool) */
void CMeleeWeaponInfoStore::LoadScripts(bool param_1)
{
int iVar1;
void *pvVar2;
KeyValues *this;
char *pcVar3;
int iVar4;
undefined3 in_stack_00000005;
char *local_24;
int local_20 [5];
DeleteAllInfo(_param_1);
local_20[0] = 0;
local_20[1] = 0;
local_20[2] = 0;
local_20[3] = 0;
local_20[4] = 0;
/* try { // try from 00545459 to 00545616 has its CatchHandler @ 0054561c */
this = (KeyValues *)CTerrorGameRules::GetMissionInfo();
if ((this != (KeyValues *)0x0) &&
(pcVar3 = (char *)KeyValues::GetString(this,"meleeweapons",(char *)0x0), pcVar3 != (char *)0x0)
) {
V_SplitString(pcVar3,";",(CUtlVector *)local_20);
}
iVar4 = (**(code **)(*engine + 0x164))(engine);
if (iVar4 != 0) {
local_24 = operator_new__(8);
builtin_strncpy(local_24,"fireaxe",8);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)local_20,local_20[3],&local_24);
}
pcVar3 = (char *)CDirector::GetGameMode();
iVar4 = _V_stricmp(pcVar3,"mutation5");
if (iVar4 == 0) {
local_20[3] = 0;
local_24 = operator_new__(7);
builtin_strncpy(local_24,"katana",7);
CUtlVector<char*,CUtlMemory<char*,int>>::InsertBefore
((CUtlVector<char*,CUtlMemory<char*,int>> *)local_20,local_20[3],&local_24);
}
if (local_20[3] == 0) {
LoadScriptsFromManifest(_param_1,(CUtlStringList *)local_20);
}
else {
LoadScriptsFromDir(_param_1,(CUtlStringList *)local_20);
}
iVar4 = 0;
if (0 < local_20[3]) {
do {
pvVar2 = *(void **)(local_20[0] + iVar4 * 4);
if (pvVar2 != (void *)0x0) {
operator_delete__(pvVar2);
}
iVar4 = iVar4 + 1;
} while (iVar4 < local_20[3]);
}
iVar4 = 0;
local_20[3] = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_20);
local_20[4] = local_20[0];
if (0 < local_20[3]) {
do {
iVar1 = iVar4 * 4;
iVar4 = iVar4 + 1;
operator_delete(*(void **)(local_20[0] + iVar1));
} while (iVar4 < local_20[3]);
}
local_20[3] = 0;
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_20);
local_20[3] = 0;
local_20[4] = local_20[0];
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_20);
local_20[4] = local_20[0];
CUtlMemory<char*,int>::Purge((CUtlMemory<char*,int> *)local_20);
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.