L L4D2node

CollisionBSPData_LoadSubmodels

0x00122330 · 524 bytes · __cdecl

_Z30CollisionBSPData_LoadSubmodelsP17CCollisionBSPData

Decompiled

undefined (1 param)

/* CollisionBSPData_LoadSubmodels(CCollisionBSPData*) */

void CollisionBSPData_LoadSubmodels(CCollisionBSPData *param_1)

{
  undefined4 *puVar1;
  int iVar2;
  uint uVar3;
  undefined4 uVar4;
  uint uVar5;
  int iVar6;
  int iVar7;
  int in_GS_OFFSET;
  uint local_150;
  CMapLoadHelper local_140 [288];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper(local_140,0xe);
                    /* try { // try from 0012236f to 00122538 has its CatchHandler @ 00122543 */
  iVar2 = CMapLoadHelper::LumpBase(local_140);
  uVar3 = CMapLoadHelper::LumpSize(local_140);
  if (uVar3 != (uVar3 / 0x30) * 0x30) {
    Sys_Error("CMod_LoadSubmodels: funny lump size");
  }
  uVar3 = CMapLoadHelper::LumpSize(local_140);
  uVar3 = uVar3 / 0x30;
  if (uVar3 == 0) {
    Sys_Error("Map with no models");
  }
  else if (0x400 < uVar3) {
    Sys_Error("Map has too many models");
  }
  uVar4 = Hunk_AllocName(uVar3 * 0x38,"map_cmodels",true);
  local_150 = 0;
  *(undefined4 *)(param_1 + 0xb8) = uVar4;
  *(uint *)(param_1 + 0xbc) = uVar3;
  *(uint *)(param_1 + 0xb4) = uVar3;
  uVar5 = uVar3;
  if (uVar3 != 0) {
    while( true ) {
      if ((int)uVar5 <= (int)local_150) {
        Error("Cannot load corrupted map.\n");
      }
      iVar7 = 0;
      iVar6 = local_150 * 0x38 + *(int *)(param_1 + 0xb8);
      do {
        *(float *)(iVar6 + iVar7 * 4) = *(float *)(iVar2 + iVar7 * 4) - 1.0;
        *(float *)(iVar6 + 0xc + iVar7 * 4) = *(float *)(iVar2 + 0xc + iVar7 * 4) + 1.0;
        *(undefined4 *)(iVar6 + 0x18 + iVar7 * 4) = *(undefined4 *)(iVar2 + 0x18 + iVar7 * 4);
        iVar7 = iVar7 + 1;
      } while (iVar7 != 3);
      puVar1 = (undefined4 *)(iVar2 + 0x24);
      iVar2 = iVar2 + 0x30;
      local_150 = local_150 + 1;
      *(undefined4 *)(iVar6 + 0x24) = *puVar1;
      if (uVar3 == local_150) break;
      uVar5 = *(uint *)(param_1 + 0xbc);
    }
  }
  CMapLoadHelper::~CMapLoadHelper(local_140);
  if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  return;
}

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)