CollisionBSPData_LoadAreaPortals
0x001228a0 · 397 bytes · __cdecl
_Z32CollisionBSPData_LoadAreaPortalsP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadAreaPortals(CCollisionBSPData*) */
void CollisionBSPData_LoadAreaPortals(CCollisionBSPData *param_1)
{
void *__src;
uint uVar1;
undefined4 uVar2;
size_t __n;
int iVar3;
int iVar4;
int in_GS_OFFSET;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,0x15);
/* try { // try from 001228d9 to 001229e6 has its CatchHandler @ 00122a28 */
__src = (void *)CMapLoadHelper::LumpBase(local_140);
uVar1 = CMapLoadHelper::LumpSize(local_140);
if (uVar1 != (uVar1 / 0xc) * 0xc) {
Sys_Error("CMod_LoadAreaPortals: funny lump size");
}
uVar1 = CMapLoadHelper::LumpSize(local_140);
if (0x400 < uVar1 / 0xc) {
Sys_Error("Map has too many area portals");
}
iVar4 = uVar1 / 0xc + 1;
*(int *)(param_1 + 600) = iVar4;
uVar2 = Hunk_AllocName(iVar4,"portalopen",false);
*(undefined4 *)(param_1 + 0x25c) = uVar2;
iVar3 = 0;
*(int *)(param_1 + 0x260) = iVar4;
if (0 < *(int *)(param_1 + 600)) {
do {
if (*(int *)(param_1 + 0x260) <= iVar3) {
Error("Cannot load corrupted map.\n");
}
*(undefined1 *)(*(int *)(param_1 + 0x25c) + iVar3) = 0;
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(param_1 + 600));
}
*(int *)(param_1 + 0x230) = iVar4;
uVar2 = Hunk_AllocName(iVar4 * 0xc,"map_areaportals",true);
*(undefined4 *)(param_1 + 0x234) = uVar2;
*(int *)(param_1 + 0x238) = iVar4;
__n = CMapLoadHelper::LumpSize(local_140);
memcpy(*(void **)(param_1 + 0x234),__src,__n);
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.