L L4D2node

CResponseSystem::ParseInclude

0x005b6350 · 362 bytes · __thiscall

_ZN15CResponseSystem12ParseIncludeEv

Decompiled

undefined (1 param)

/* CResponseSystem::ParseInclude() */

void __thiscall CResponseSystem::ParseInclude(CResponseSystem *this)

{
  char cVar1;
  undefined4 uVar2;
  int iVar3;
  int in_GS_OFFSET;
  CUtlBuffer *this_00;
  char *pcVar4;
  char *pcVar5;
  int local_158 [3];
  int local_14c;
  int local_138;
  char local_120 [256];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  if (this[0x3d7c] == (CResponseSystem)0x0) {
    if (0 < *(int *)(this + 0x3d8c)) {
      iVar3 = *(int *)(this + 0x3d80);
      uVar2 = RR_Parse(*(char **)(iVar3 + 8),(char *)(this + 0x38c8));
      *(undefined4 *)(iVar3 + 8) = uVar2;
      *(int *)(*(int *)(this + 0x3d80) + 0xc) = *(int *)(*(int *)(this + 0x3d80) + 0xc) + 1;
    }
  }
  else {
    this[0x3d7c] = (CResponseSystem)0x0;
  }
  pcVar5 = local_120;
  V_snprintf(pcVar5,0x100,"scripts/%s",this + 0x38c8);
  this_00 = (CUtlBuffer *)(this + 0x3d94);
  pcVar4 = pcVar5;
  iVar3 = CStringPool::Find((char *)this_00);
  if (iVar3 == 0) {
    this_00 = (CUtlBuffer *)local_158;
    CUtlBuffer::CUtlBuffer(this_00,0,0,0);
                    /* try { // try from 005b647c to 005b64c7 has its CatchHandler @ 005b64cf */
    cVar1 = (**(code **)(*(int *)(filesystem + 4) + 0x38))
                      (filesystem + 4,pcVar5,"GAME",this_00,0,0,0);
    if (cVar1 == '\0') {
      DevMsg("unable to load #included script %s\n",pcVar5);
      pcVar4 = pcVar5;
    }
    else {
      LoadFromBuffer(this,pcVar5,(char *)((local_14c - local_138) + local_158[0]));
      pcVar4 = pcVar5;
    }
    CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)this_00);
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail(this_00,pcVar4);
}

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)