L L4D2node

CollisionBSPData_LoadLeafs

0x001216e0 · 149 bytes · __cdecl

_Z26CollisionBSPData_LoadLeafsP17CCollisionBSPData

Decompiled

undefined (1 param)

/* CollisionBSPData_LoadLeafs(CCollisionBSPData*) */

void CollisionBSPData_LoadLeafs(CCollisionBSPData *param_1)

{
  int iVar1;
  int in_GS_OFFSET;
  CMapLoadHelper local_130 [288];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  *(undefined4 *)(param_1 + 0x264) = 0xffffffff;
  CMapLoadHelper::CMapLoadHelper(local_130,10);
                    /* try { // try from 0012171c to 0012177b has its CatchHandler @ 00121783 */
  iVar1 = CMapLoadHelper::LumpVersion(local_130);
  if (iVar1 == 0) {
    CollisionBSPData_LoadLeafs_Version_0(param_1,local_130);
  }
  else if (iVar1 == 1) {
    CollisionBSPData_LoadLeafs_Version_1(param_1,local_130);
  }
  else {
    Error("Unknown LUMP_LEAFS version\n");
  }
  CMapLoadHelper::~CMapLoadHelper(local_130);
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)