L L4D2node

FloodAreaConnections

0x0011b450 · 120 bytes · __cdecl

_Z20FloodAreaConnectionsP17CCollisionBSPData

Decompiled

undefined (1 param)

/* FloodAreaConnections(CCollisionBSPData*) */

void FloodAreaConnections(CCollisionBSPData *param_1)

{
  carea_t *pcVar1;
  int iVar2;
  int iVar3;
  
  iVar3 = 0;
  iVar2 = 1;
  *(int *)(param_1 + 0x254) = *(int *)(param_1 + 0x254) + 1;
  if (1 < *(int *)(param_1 + 0x224)) {
    do {
      if (*(int *)(param_1 + 0x22c) <= iVar2) {
        Error("Cannot load corrupted map.\n");
      }
      pcVar1 = (carea_t *)(iVar2 * 0x10 + *(int *)(param_1 + 0x228));
      if (*(int *)(pcVar1 + 0xc) != *(int *)(param_1 + 0x254)) {
        iVar3 = iVar3 + 1;
        FloodArea_r(param_1,pcVar1,iVar3);
      }
      iVar2 = iVar2 + 1;
    } while (iVar2 < *(int *)(param_1 + 0x224));
  }
  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)