L L4D2node

CM_SetupAreaFloodNums

0x0011c0a0 · 122 bytes · __cdecl

_Z21CM_SetupAreaFloodNumsPhPi

Decompiled

undefined (2 params)

/* CM_SetupAreaFloodNums(unsigned char*, int*) */

void CM_SetupAreaFloodNums(uchar *param_1,int *param_2)

{
  int iVar1;
  
  *param_2 = DAT_00394524;
  if (0x100 < DAT_00394524) {
    Error("pBSPData->numareas > MAX_MAP_AREAS");
  }
  iVar1 = 0;
  if (0 < DAT_00394524) {
    do {
      if (DAT_0039452c <= iVar1) {
        Error("Cannot load corrupted map.\n");
      }
      param_1[iVar1] = (uchar)*(undefined4 *)(iVar1 * 0x10 + DAT_00394528 + 8);
      iVar1 = iVar1 + 1;
    } while (iVar1 < DAT_00394524);
  }
  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)