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 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.