CM_LeavesConnected
0x0011b770 · 317 bytes · __cdecl
_Z18CM_LeavesConnectedRK6VectoriPKiPb
Decompiled
undefined (4 params)
/* CM_LeavesConnected(Vector const&, int, int const*, bool*) */
void CM_LeavesConnected(Vector *param_1,int param_2,int *param_3,bool *param_4)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
if (*(int *)(map_noareas._28_4_ + 0x30) != 0) {
memset(param_4,1,param_2);
return;
}
iVar2 = 0;
if (DAT_0039437c != 0) {
iVar2 = CM_PointLeafnum_r((CCollisionBSPData *)&g_BSPData,param_1,0);
}
iVar3 = 0;
iVar2 = CM_LeafArea(iVar2);
if (0 < param_2) {
do {
iVar4 = param_3[iVar3];
if ((iVar4 < 0) || (DAT_0039439c <= iVar4)) {
Error("Cannot load corrupted map.\n");
}
iVar4 = (int)((short)(*(short *)(iVar4 * 0x10 + DAT_00394398 + 6) << 7) >> 7);
if ((iVar2 < 0) || (DAT_0039452c <= iVar2)) {
Error("Cannot load corrupted map.\n");
}
iVar1 = *(int *)(DAT_00394528 + 8 + iVar2 * 0x10);
if ((iVar4 < 0) || (DAT_0039452c <= iVar4)) {
Error("Cannot load corrupted map.\n");
}
param_4[iVar3] = iVar1 == *(int *)(DAT_00394528 + 8 + iVar4 * 0x10);
iVar3 = iVar3 + 1;
} while (iVar3 != param_2);
}
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.