CDirector::OverridePopulation
0x00875d70 · 356 bytes · __thiscall
_ZN9CDirector18OverridePopulationEPKcS1_
Decompiled
undefined (3 params)
/* CDirector::OverridePopulation(char const*, char const*) */
void __thiscall CDirector::OverridePopulation(CDirector *this,char *param_1,char *param_2)
{
char cVar1;
KeyValues *this_00;
IBaseFileSystem *pIVar2;
KeyValues *this_01;
KeyValues *pKVar3;
int in_GS_OFFSET;
char *pcVar4;
CFmtStrN<256> local_12c [5];
char local_127 [263];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
pcVar4 = "%sPopulation";
CFmtStrN<256>::CFmtStrN(local_12c,"%sPopulation",param_2);
this_00 = KeyValues::operator_new((KeyValues *)0x2c,(uint)pcVar4);
/* try { // try from 00875dd2 to 00875dd6 has its CatchHandler @ 00875ede */
KeyValues::KeyValues(this_00,local_127,(IKeyValuesSystem *)0x0,false);
CFmtStrN<256>::CFmtStrN(local_12c,"scripts/population_%s.txt",param_2);
pIVar2 = (IBaseFileSystem *)0x0;
if (filesystem != 0) {
pIVar2 = (IBaseFileSystem *)(filesystem + 4);
}
cVar1 = KeyValues::LoadFromFile(this_00,pIVar2,local_127,"GAME");
if (cVar1 != '\0') {
for (this_01 = (KeyValues *)KeyValues::GetFirstSubKey(this_00); this_01 != (KeyValues *)0x0;
this_01 = (KeyValues *)KeyValues::GetNextKey(this_01)) {
pcVar4 = (char *)KeyValues::GetName(this_01);
pKVar3 = (KeyValues *)KeyValues::FindKey(*(KeyValues **)(this + 0x414),pcVar4,false);
if (pKVar3 != (KeyValues *)0x0) {
KeyValues::RemoveSubKey(*(KeyValues **)(this + 0x414),pKVar3);
KeyValues::deleteThis();
}
}
KeyValues::MergeFrom(*(KeyValues **)(this + 0x414),this_00,1);
}
KeyValues::deleteThis();
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail(this_00);
}
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.