L L4D2node

CM_LoadMap

0x0011b4d0 · 243 bytes · __cdecl

_Z10CM_LoadMapPKcbP9texinfo_siPj

Decompiled

undefined (5 params)

/* CM_LoadMap(char const*, bool, texinfo_s*, int, unsigned int*) */

undefined4 CM_LoadMap(char *param_1,bool param_2,texinfo_s *param_3,int param_4,uint *param_5)

{
  int iVar1;
  
  iVar1 = strcmp(&DAT_00394304,param_1);
  if ((iVar1 == 0) && (param_2)) {
    *param_5 = 0xffffffff;
  }
  else {
    CollisionBSPData_PreLoad((CCollisionBSPData *)&g_BSPData);
    if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
      CMapLoadHelper::Init((model_t *)0x0,param_1);
      CollisionBSPData_Load(param_1,(CCollisionBSPData *)&g_BSPData,param_3,param_4);
      CMapLoadHelper::Shutdown();
      CM_DispTreeLeafnum((CCollisionBSPData *)&g_BSPData);
      CM_InitPortalOpenState((CCollisionBSPData *)&g_BSPData);
      FloodAreaConnections((CCollisionBSPData *)&g_BSPData);
      if (0 < DAT_003943bc) {
        return DAT_003943b8;
      }
      goto LAB_0011b543;
    }
    *param_5 = 0;
  }
  if (0 < DAT_003943bc) {
    return DAT_003943b8;
  }
LAB_0011b543:
  Error("Cannot load corrupted map.\n");
  return DAT_003943b8;
}

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)