L L4D2node

CollisionBSPData_LoadAreas

0x00122740 · 321 bytes · __cdecl

_Z26CollisionBSPData_LoadAreasP17CCollisionBSPData

Decompiled

undefined (1 param)

/* CollisionBSPData_LoadAreas(CCollisionBSPData*) */

void CollisionBSPData_LoadAreas(CCollisionBSPData *param_1)

{
  undefined4 *puVar1;
  uint uVar2;
  undefined4 uVar3;
  uint uVar4;
  undefined4 *puVar5;
  uint uVar6;
  int in_GS_OFFSET;
  CMapLoadHelper local_140 [288];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper(local_140,0x14);
                    /* try { // try from 00122779 to 00122825 has its CatchHandler @ 0012287c */
  puVar1 = (undefined4 *)CMapLoadHelper::LumpBase(local_140);
  uVar2 = CMapLoadHelper::LumpSize(local_140);
  if ((uVar2 & 7) != 0) {
    Sys_Error("CMod_LoadAreas: funny lump size");
  }
  uVar2 = CMapLoadHelper::LumpSize(local_140);
  uVar2 = uVar2 >> 3;
  if (0x100 < uVar2) {
    Sys_Error("Map has too many areas");
  }
  uVar3 = Hunk_AllocName(uVar2 << 4,"map_areas",true);
  *(undefined4 *)(param_1 + 0x228) = uVar3;
  *(uint *)(param_1 + 0x22c) = uVar2;
  *(uint *)(param_1 + 0x224) = uVar2;
  uVar4 = uVar2;
  uVar6 = 0;
  if (uVar2 != 0) {
    while( true ) {
      if ((int)uVar4 <= (int)uVar6) {
        Error("Cannot load corrupted map.\n");
      }
      puVar5 = (undefined4 *)(uVar6 * 0x10 + *(int *)(param_1 + 0x228));
      *puVar5 = *puVar1;
      uVar3 = puVar1[1];
      puVar5[3] = 0;
      puVar5[2] = 0;
      puVar5[1] = uVar3;
      if (uVar2 == uVar6 + 1) break;
      uVar4 = *(uint *)(param_1 + 0x22c);
      uVar6 = uVar6 + 1;
      puVar1 = puVar1 + 2;
    }
  }
  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)