L L4D2node

PrecacheFileWeaponInfoDatabase

0x005857a0 · 402 bytes · __cdecl

_Z30PrecacheFileWeaponInfoDatabaseP11IFileSystemPKh

Decompiled

undefined (2 params)

/* PrecacheFileWeaponInfoDatabase(IFileSystem*, unsigned char const*) */

void PrecacheFileWeaponInfoDatabase(IFileSystem *param_1,uchar *param_2)

{
  char cVar1;
  KeyValues *pKVar2;
  IBaseFileSystem *pIVar3;
  char *pcVar4;
  int iVar5;
  undefined4 uVar6;
  int in_GS_OFFSET;
  uint in_stack_fffffdb8;
  ushort local_222;
  char local_220 [512];
  int local_20;
  
  g_bWeaponHandlesInit = 0;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (m_WeaponInfoDatabase._18_2_ == 0) {
    pKVar2 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_fffffdb8);
                    /* try { // try from 00585819 to 0058581d has its CatchHandler @ 0058593a */
    KeyValues::KeyValues(pKVar2,"weaponscripts",(IKeyValuesSystem *)0x0,false);
    KeyValues::UsesEscapeSequences(pKVar2,true);
    pIVar3 = (IBaseFileSystem *)0x0;
    if (param_1 != (IFileSystem *)0x0) {
      pIVar3 = (IBaseFileSystem *)(param_1 + 4);
    }
    cVar1 = KeyValues::LoadFromFile(pKVar2,pIVar3,"scripts/weapon_manifest.txt","GAME");
    if (cVar1 != '\0') {
      for (pKVar2 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar2); pKVar2 != (KeyValues *)0x0;
          pKVar2 = (KeyValues *)KeyValues::GetNextKey(pKVar2)) {
        while( true ) {
          pcVar4 = (char *)KeyValues::GetName(pKVar2);
          iVar5 = _V_stricmp(pcVar4,"file");
          if (iVar5 == 0) break;
          uVar6 = KeyValues::GetName(pKVar2);
          Error("Expecting \'file\', got %s\n",uVar6);
          pKVar2 = (KeyValues *)KeyValues::GetNextKey(pKVar2);
          if (pKVar2 == (KeyValues *)0x0) goto LAB_00585858;
        }
        pcVar4 = (char *)KeyValues::GetString(pKVar2,(char *)0x0,"");
        V_FileBase(pcVar4,local_220,0x200);
        ReadWeaponDataFromFileForSlot(param_1,local_220,&local_222,param_2);
      }
    }
LAB_00585858:
    KeyValues::deleteThis();
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)