L L4D2node

CEnvEffectsScript::ParseScriptFile

0x0068f240 · 202 bytes · __thiscall

_ZN17CEnvEffectsScript15ParseScriptFileEv

Decompiled

undefined (1 param)

/* CEnvEffectsScript::ParseScriptFile() */

void __thiscall CEnvEffectsScript::ParseScriptFile(CEnvEffectsScript *this)

{
  uchar *puVar1;
  int iVar2;
  char *pcVar3;
  undefined4 *puVar4;
  int local_20 [4];
  
  iVar2 = 0x12d;
  puVar4 = &token;
  local_20[0] = 0;
  g_bUnget = 0;
  currenttoken = (uchar *)0x0;
  tokencount = 0;
  *(undefined4 *)(this + 0x1404) = 0;
  pcVar3 = "";
  if (*(char **)(this + 0x13f4) != (char *)0x0) {
    pcVar3 = *(char **)(this + 0x13f4);
  }
  for (; iVar2 != 0; iVar2 = iVar2 + -1) {
    *puVar4 = 0;
    puVar4 = puVar4 + 1;
  }
  puVar4 = &name;
  for (iVar2 = 0x40; iVar2 != 0; iVar2 = iVar2 + -1) {
    *puVar4 = 0;
    puVar4 = puVar4 + 1;
  }
  puVar1 = (uchar *)UTIL_LoadFileForMe(pcVar3,local_20);
  if ((0 < local_20[0]) && (puVar1 != (uchar *)0x0)) {
    currenttoken = puVar1;
    LoadFromBuffer((char *)this,pcVar3);
    UTIL_FreeFile(puVar1);
    return;
  }
  DevMsg(1,"CEnvEffectsScript:  failed to load %s\n",pcVar3);
  return;
}

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)