L L4D2node

FloodArea_r

0x0011b310 · 277 bytes · __cdecl

_Z11FloodArea_rP17CCollisionBSPDataP7carea_ti

Decompiled

undefined (3 params)

/* FloodArea_r(CCollisionBSPData*, carea_t*, int) */

void FloodArea_r(CCollisionBSPData *param_1,carea_t *param_2,int param_3)

{
  ushort uVar1;
  ushort *puVar2;
  int iVar3;
  
  if (*(int *)(param_2 + 0xc) == *(int *)(param_1 + 0x254)) {
    if (*(int *)(param_2 + 8) == param_3) {
      return;
    }
    Sys_Error("FloodArea_r: reflooded");
  }
  *(int *)(param_2 + 8) = param_3;
  iVar3 = *(int *)(param_2 + 4);
  *(undefined4 *)(param_2 + 0xc) = *(undefined4 *)(param_1 + 0x254);
  if ((iVar3 < 0) || (*(int *)(param_1 + 0x238) <= iVar3)) {
    Error("Cannot load corrupted map.\n");
  }
  puVar2 = (ushort *)(*(int *)(param_1 + 0x234) + iVar3 * 0xc);
  if (0 < *(int *)param_2) {
    iVar3 = 0;
    do {
      uVar1 = *puVar2;
      if (*(int *)(param_1 + 0x260) <= (int)(uint)uVar1) {
        Error("Cannot load corrupted map.\n");
      }
      if (*(char *)(*(int *)(param_1 + 0x25c) + (uint)uVar1) != '\0') {
        uVar1 = puVar2[1];
        if (*(int *)(param_1 + 0x22c) <= (int)(uint)uVar1) {
          Error("Cannot load corrupted map.\n");
        }
        FloodArea_r(param_1,(carea_t *)((uint)uVar1 * 0x10 + *(int *)(param_1 + 0x228)),param_3);
      }
      iVar3 = iVar3 + 1;
      puVar2 = puVar2 + 6;
    } while (iVar3 < *(int *)param_2);
  }
  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)