CollisionBSPData_LoadLeafBrushes
0x001217a0 · 314 bytes · __cdecl
_Z32CollisionBSPData_LoadLeafBrushesP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadLeafBrushes(CCollisionBSPData*) */
void CollisionBSPData_LoadLeafBrushes(CCollisionBSPData *param_1)
{
int iVar1;
uint uVar2;
undefined4 uVar3;
uint uVar4;
uint uVar5;
int in_GS_OFFSET;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,0x11);
/* try { // try from 001217d9 to 001218cf has its CatchHandler @ 001218da */
iVar1 = CMapLoadHelper::LumpBase(local_140);
uVar2 = CMapLoadHelper::LumpSize(local_140);
if ((uVar2 & 1) != 0) {
Sys_Error("CMod_LoadLeafBrushes: funny lump size");
}
uVar2 = CMapLoadHelper::LumpSize(local_140);
uVar2 = uVar2 >> 1;
if (uVar2 == 0) {
Sys_Error("Map with no planes");
}
else if (0x10000 < uVar2) {
Sys_Error("Map has too many leafbrushes");
}
uVar3 = Hunk_AllocName(uVar2 * 2,"map_leafbrushes",false);
*(undefined4 *)(param_1 + 0xac) = uVar3;
*(uint *)(param_1 + 0xb0) = uVar2;
*(uint *)(param_1 + 0xa8) = uVar2;
uVar5 = 0;
uVar4 = uVar2;
if (uVar2 != 0) {
while( true ) {
if ((int)uVar4 <= (int)uVar5) {
Error("Cannot load corrupted map.\n");
}
*(undefined2 *)(*(int *)(param_1 + 0xac) + uVar5 * 2) = *(undefined2 *)(iVar1 + uVar5 * 2);
uVar5 = uVar5 + 1;
if (uVar2 == uVar5) break;
uVar4 = *(uint *)(param_1 + 0xb0);
}
}
CMapLoadHelper::~CMapLoadHelper(local_140);
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.