L L4D2node

CM_DecompressVis

0x0011b0c0 · 320 bytes · __cdecl

_Z16CM_DecompressVisP17CCollisionBSPDataiiPh

Decompiled

undefined (4 params)

/* CM_DecompressVis(CCollisionBSPData*, int, int, unsigned char*) */

void CM_DecompressVis(CCollisionBSPData *param_1,int param_2,int param_3,uchar *param_4)

{
  uchar *puVar1;
  int iVar2;
  uchar *puVar3;
  uchar *puVar5;
  int iVar6;
  uchar *puVar4;
  
  iVar2 = *(int *)(param_1 + 0x23c);
  if ((iVar2 < param_2) || (param_2 < 0)) {
    iVar2 = iVar2 + 7 >> 3;
    puVar3 = param_4 + iVar2;
    if (iVar2 != 0) {
      do {
        puVar5 = param_4 + 1;
        *param_4 = 0xff;
        param_4 = puVar5;
      } while (puVar5 != puVar3);
      return;
    }
  }
  else if ((*(int *)(param_1 + 0xd8) == 0) || (iVar6 = *(int *)(param_1 + 0xdc), iVar6 == 0)) {
    iVar2 = iVar2 + 7 >> 3;
    if (iVar2 != 0) {
      puVar3 = param_4;
      do {
        puVar5 = puVar3 + 1;
        *puVar3 = 0xff;
        puVar3 = puVar5;
      } while (puVar5 != param_4 + iVar2);
      return;
    }
  }
  else {
    iVar2 = iVar2 + 7 >> 3;
    puVar5 = (uchar *)(iVar6 + *(int *)(iVar6 + 4 + (param_3 + param_2 * 2) * 4));
    puVar3 = param_4;
    if (puVar5 != (uchar *)0x0) {
      do {
        while (*puVar5 == '\0') {
          puVar1 = (uchar *)(uint)puVar5[1];
          puVar5 = puVar5 + 2;
          iVar6 = (int)puVar3 - (int)param_4;
          if (iVar2 < (int)(puVar1 + iVar6)) {
            puVar1 = param_4 + (iVar2 - (int)puVar3);
            ConMsg("warning: Vis decompression overrun\n");
          }
          if (puVar1 == (uchar *)0x0) goto LAB_0011b12f;
          puVar1 = puVar3 + (int)puVar1;
          puVar4 = puVar3;
          do {
            puVar3 = puVar4 + 1;
            *puVar4 = '\0';
            puVar4 = puVar3;
          } while (puVar3 != puVar1);
          if (iVar2 <= (int)puVar3 - (int)param_4) {
            return;
          }
        }
        *puVar3 = *puVar5;
        puVar5 = puVar5 + 1;
        iVar6 = (int)(puVar3 + 1) - (int)param_4;
        puVar3 = puVar3 + 1;
LAB_0011b12f:
        if (iVar2 <= iVar6) {
          return;
        }
      } while( true );
    }
    if (iVar2 != 0) {
      do {
        puVar5 = puVar3 + 1;
        *puVar3 = 0xff;
        puVar3 = puVar5;
      } while (puVar5 != param_4 + iVar2);
    }
  }
  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.

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