CopySceneFileIntoMemory
0x00811380 · 113 bytes · __cdecl
_Z23CopySceneFileIntoMemoryPKcPPhPi
Decompiled
undefined (3 params)
/* CopySceneFileIntoMemory(char const*, unsigned char**, int*) */
undefined4 CopySceneFileIntoMemory(char *param_1,uchar **param_2,int *param_3)
{
uint uVar1;
uchar *puVar2;
undefined4 uVar3;
uVar1 = (**(code **)(*scenefilecache + 0x14))(scenefilecache,param_1);
if (uVar1 == 0) {
*param_2 = (uchar *)0x0;
*param_3 = 0;
return 0;
}
puVar2 = operator_new__(uVar1);
*param_2 = puVar2;
*param_3 = uVar1;
uVar3 = (**(code **)(*scenefilecache + 0x18))(scenefilecache,param_1,*param_2,uVar1);
return uVar3;
}
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.