GetParticleManifest
0x00bcfec0 · 317 bytes · __cdecl
_Z19GetParticleManifestR10CUtlVectorI10CUtlString10CUtlMemoryIS0_iEEPKc
Decompiled
undefined (2 params)
/* GetParticleManifest(CUtlVector<CUtlString, CUtlMemory<CUtlString, int> >&, char const*) */
void GetParticleManifest(CUtlVector *param_1,char *param_2)
{
char cVar1;
KeyValues *pKVar2;
IBaseFileSystem *pIVar3;
char *pcVar4;
int iVar5;
undefined4 uVar6;
uint in_stack_ffffffb8;
CUtlString local_2c [28];
pKVar2 = KeyValues::operator_new((KeyValues *)0x2c,in_stack_ffffffb8);
/* try { // try from 00bcfef7 to 00bcfefb has its CatchHandler @ 00bd0008 */
KeyValues::KeyValues(pKVar2,param_2,(IKeyValuesSystem *)0x0,false);
pIVar3 = (IBaseFileSystem *)0x0;
if (g_pFullFileSystem != 0) {
pIVar3 = (IBaseFileSystem *)(g_pFullFileSystem + 4);
}
cVar1 = KeyValues::LoadFromFile(pKVar2,pIVar3,param_2,"GAME");
if (cVar1 == '\0') {
Warning("PARTICLE SYSTEM: Unable to load manifest file \'%s\'\n",param_2);
}
else {
for (pKVar2 = (KeyValues *)KeyValues::GetFirstSubKey(pKVar2); pKVar2 != (KeyValues *)0x0;
pKVar2 = (KeyValues *)KeyValues::GetNextKey(pKVar2)) {
pcVar4 = (char *)KeyValues::GetName(pKVar2);
iVar5 = _V_stricmp(pcVar4,"file");
if (iVar5 == 0) {
pcVar4 = (char *)KeyValues::GetString(pKVar2,(char *)0x0,"");
CUtlString::CUtlString(local_2c,pcVar4);
/* try { // try from 00bcff92 to 00bcff96 has its CatchHandler @ 00bd001d */
CUtlVector<CUtlString,CUtlMemory<CUtlString,int>>::InsertBefore
((CUtlVector<CUtlString,CUtlMemory<CUtlString,int>> *)param_1,
*(int *)(param_1 + 0xc),local_2c);
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_2c);
}
else {
uVar6 = KeyValues::GetName(pKVar2);
Warning("CParticleMgr::Init: Manifest \'%s\' with bogus file type \'%s\', expecting \'file\'\n"
,param_2,uVar6);
}
}
}
KeyValues::deleteThis();
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.