L L4D2node

CollisionBSPData_LoadTexinfo

0x00121160 · 122 bytes · __cdecl

_Z28CollisionBSPData_LoadTexinfoP17CCollisionBSPDataP9texinfo_si

Decompiled

undefined (3 params)

/* CollisionBSPData_LoadTexinfo(CCollisionBSPData*, texinfo_s*, int) */

void CollisionBSPData_LoadTexinfo(CCollisionBSPData *param_1,texinfo_s *param_2,int param_3)

{
  texinfo_s *ptVar1;
  ushort *puVar2;
  int iVar3;
  uint uVar4;
  int iVar5;
  
  iVar5 = 0;
  if (0 < param_3) {
    do {
      uVar4 = (uint)*(ushort *)(param_2 + 0x44);
      if ((int)uVar4 < *(int *)(param_1 + 0x244)) {
        iVar3 = uVar4 * 8;
        if (*(int *)(param_1 + 0x250) <= (int)uVar4) goto LAB_001211be;
      }
      else {
        iVar3 = 0;
        if (*(int *)(param_1 + 0x250) < 1) {
LAB_001211be:
          Error("Cannot load corrupted map.\n");
        }
      }
      ptVar1 = param_2 + 0x40;
      iVar5 = iVar5 + 1;
      param_2 = param_2 + 0x48;
      puVar2 = (ushort *)(iVar3 + *(int *)(param_1 + 0x24c) + 6);
      *puVar2 = *puVar2 | (ushort)*(undefined4 *)ptVar1;
    } while (iVar5 != param_3);
  }
  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)