CollisionBSPData_LoadNodes
0x00122560 · 438 bytes · __cdecl
_Z26CollisionBSPData_LoadNodesP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadNodes(CCollisionBSPData*) */
void CollisionBSPData_LoadNodes(CCollisionBSPData *param_1)
{
int *piVar1;
int *piVar2;
uint uVar3;
undefined4 uVar4;
int iVar5;
int in_GS_OFFSET;
uint local_150;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,5);
/* try { // try from 00122599 to 00122710 has its CatchHandler @ 0012271b */
piVar2 = (int *)CMapLoadHelper::LumpBase(local_140);
uVar3 = CMapLoadHelper::LumpSize(local_140);
if ((uVar3 & 0x1f) != 0) {
Sys_Error("CollisionBSPData_LoadNodes: funny lump size");
}
uVar3 = CMapLoadHelper::LumpSize(local_140);
uVar3 = uVar3 >> 5;
if (uVar3 == 0) {
Sys_Error("Map has no nodes");
}
else if (0x10000 < uVar3) {
Sys_Error("Map has too many nodes");
}
iVar5 = uVar3 + 6;
uVar4 = Hunk_AllocName(iVar5 * 0xc,"map_nodes",true);
*(undefined4 *)(param_1 + 0x8c) = uVar4;
*(int *)(param_1 + 0x90) = iVar5;
*(undefined4 *)param_1 = uVar4;
local_150 = 0;
*(uint *)(param_1 + 0x88) = uVar3;
if (uVar3 != 0) {
while( true ) {
if (iVar5 <= (int)local_150) {
Error("Cannot load corrupted map.\n");
}
iVar5 = *piVar2;
piVar1 = (int *)(*(int *)(param_1 + 0x8c) + local_150 * 0xc);
if ((iVar5 < 0) || (*(int *)(param_1 + 0x84) <= iVar5)) {
Error("Cannot load corrupted map.\n");
}
local_150 = local_150 + 1;
*piVar1 = *(int *)(param_1 + 0x80) + iVar5 * 0x14;
piVar1[1] = piVar2[1];
piVar1[2] = piVar2[2];
if (uVar3 == local_150) break;
iVar5 = *(int *)(param_1 + 0x90);
piVar2 = piVar2 + 8;
}
}
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.