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 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.