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 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.