L L4D2node

CM_GetAreaPortalPlane

0x0011b9f0 · 349 bytes · __cdecl

_Z21CM_GetAreaPortalPlaneRK6VectoriP6VPlane

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CM_GetAreaPortalPlane(Vector const&, int, VPlane*) */

undefined4 CM_GetAreaPortalPlane(Vector *param_1,int param_2,VPlane *param_3)

{
  ushort *puVar1;
  undefined4 *puVar2;
  int iVar3;
  int iVar4;
  int *piVar5;
  
  iVar3 = 0;
  if ((DAT_0039437c != 0) &&
     (iVar3 = CM_PointLeafnum_r((CCollisionBSPData *)&g_BSPData,param_1,0), iVar3 < 0)) {
    return 0;
  }
  if (iVar3 < DAT_00394394) {
    if (DAT_0039439c <= iVar3) {
      Error("Cannot load corrupted map.\n");
    }
    iVar3 = (int)((short)(*(short *)(iVar3 * 0x10 + DAT_00394398 + 6) << 7) >> 7);
    if ((-1 < iVar3) && (iVar3 < DAT_00394524)) {
      if (DAT_0039452c <= iVar3) {
        Error("Cannot load corrupted map.\n");
      }
      piVar5 = (int *)(iVar3 * 0x10 + DAT_00394528);
      if (0 < *piVar5) {
        iVar3 = 0;
        do {
          iVar4 = iVar3 + piVar5[1];
          if ((iVar4 < 0) || (_DAT_00394538 <= iVar4)) {
            Error("Cannot load corrupted map.\n");
          }
          puVar1 = (ushort *)(_DAT_00394534 + iVar4 * 0xc);
          if ((uint)*puVar1 == param_2) {
            iVar3 = *(int *)(puVar1 + 4);
            if ((iVar3 < 0) || (_DAT_00394384 <= iVar3)) {
              Error("Cannot load corrupted map.\n");
            }
            puVar2 = (undefined4 *)(DAT_00394380 + iVar3 * 0x14);
            *(undefined4 *)param_3 = *puVar2;
            *(undefined4 *)(param_3 + 4) = puVar2[1];
            *(undefined4 *)(param_3 + 8) = puVar2[2];
            *(undefined4 *)(param_3 + 0xc) = puVar2[3];
            return 1;
          }
          iVar3 = iVar3 + 1;
        } while (iVar3 < *piVar5);
      }
    }
  }
  return 0;
}

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)