CollisionBSPData_LoadBrushes
0x00121af0 · 339 bytes · __cdecl
_Z28CollisionBSPData_LoadBrushesP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadBrushes(CCollisionBSPData*) */
void CollisionBSPData_LoadBrushes(CCollisionBSPData *param_1)
{
undefined4 *puVar1;
undefined4 *puVar2;
uint uVar3;
undefined4 uVar4;
uint uVar5;
uint uVar6;
int in_GS_OFFSET;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,0x12);
/* try { // try from 00121b29 to 00121bf5 has its CatchHandler @ 00121c45 */
puVar2 = (undefined4 *)CMapLoadHelper::LumpBase(local_140);
uVar3 = CMapLoadHelper::LumpSize(local_140);
if (uVar3 != (uVar3 / 0xc) * 0xc) {
Sys_Error("CMod_LoadBrushes: funny lump size");
}
uVar3 = CMapLoadHelper::LumpSize(local_140);
uVar3 = uVar3 / 0xc;
if (0x2000 < uVar3) {
Sys_Error("Map has too many brushes");
}
uVar4 = Hunk_AllocName(uVar3 << 3,"map_brushes",true);
*(undefined4 *)(param_1 + 0xc4) = uVar4;
*(uint *)(param_1 + 200) = uVar3;
*(uint *)(param_1 + 0xc0) = uVar3;
uVar6 = 0;
uVar5 = uVar3;
if (uVar3 != 0) {
while( true ) {
if ((int)uVar5 <= (int)uVar6) {
Error("Cannot load corrupted map.\n");
}
puVar1 = (undefined4 *)(*(int *)(param_1 + 0xc4) + uVar6 * 8);
uVar6 = uVar6 + 1;
*(short *)((int)puVar1 + 6) = (short)*puVar2;
*(short *)(puVar1 + 1) = (short)puVar2[1];
*puVar1 = puVar2[2];
if (uVar3 == uVar6) break;
uVar5 = *(uint *)(param_1 + 200);
puVar2 = puVar2 + 3;
}
}
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.