CEnvEffectsScript::LoadFromBuffer
0x0068f190 · 162 bytes · __cdecl
_ZN17CEnvEffectsScript14LoadFromBufferEPKcS1_
Decompiled
undefined (2 params)
/* CEnvEffectsScript::LoadFromBuffer(char const*, char const*) */
void CEnvEffectsScript::LoadFromBuffer(char *param_1,char *param_2)
{
int iVar1;
while( true ) {
if (g_bUnget == '\0') {
currenttoken = (**(code **)(*engine + 0xe4))(engine,currenttoken,&token,0x4b4);
tokencount = tokencount + 1;
}
else {
g_bUnget = '\0';
}
if ((char)token == '\0') break;
iVar1 = _V_stricmp((char *)&token,"effect");
if (iVar1 != 0) {
Warning();
return;
}
ParseNewEffect((CEnvEffectsScript *)param_1);
}
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.