L L4D2node

CollisionBSPData_LoadVisibility

0x00122a50 · 211 bytes · __cdecl

_Z31CollisionBSPData_LoadVisibilityP17CCollisionBSPData

Decompiled

undefined (1 param)

/* CollisionBSPData_LoadVisibility(CCollisionBSPData*) */

void CollisionBSPData_LoadVisibility(CCollisionBSPData *param_1)

{
  undefined4 uVar1;
  int iVar2;
  size_t __n;
  void *__src;
  int in_GS_OFFSET;
  CMapLoadHelper local_140 [288];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper(local_140,4);
                    /* try { // try from 00122a83 to 00122b05 has its CatchHandler @ 00122b23 */
  uVar1 = CMapLoadHelper::LumpSize(local_140);
  *(undefined4 *)(param_1 + 0xd8) = uVar1;
  iVar2 = CMapLoadHelper::LumpSize(local_140);
  if (0x1000000 < iVar2) {
    Sys_Error("Map has too large visibility lump");
  }
  __n = CMapLoadHelper::LumpSize(local_140);
  if (__n == 0) {
    *(undefined4 *)(param_1 + 0xdc) = 0;
  }
  else {
    uVar1 = Hunk_AllocName(__n,"map_vis",false);
    *(undefined4 *)(param_1 + 0xdc) = uVar1;
    __src = (void *)CMapLoadHelper::LumpBase(local_140);
    memcpy(*(void **)(param_1 + 0xdc),__src,__n);
  }
  CMapLoadHelper::~CMapLoadHelper(local_140);
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)