CollisionBSPData_LoadPhysics
0x00122b40 · 408 bytes · __cdecl
_Z28CollisionBSPData_LoadPhysicsP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadPhysics(CCollisionBSPData*) */
void CollisionBSPData_LoadPhysics(CCollisionBSPData *param_1)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
int *piVar5;
int *piVar6;
int *piVar7;
int in_GS_OFFSET;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,0x1d);
/* try { // try from 00122b7f to 00122cda has its CatchHandler @ 00122ce2 */
iVar4 = CMapLoadHelper::LumpSize(local_140);
if (iVar4 == 0) {
CMapLoadHelper::~CMapLoadHelper(local_140);
}
else {
piVar5 = (int *)CMapLoadHelper::LumpBase(local_140);
piVar6 = piVar5;
do {
iVar4 = piVar6[2];
piVar7 = piVar6 + 4;
iVar1 = piVar6[1];
iVar2 = *piVar6;
iVar3 = piVar6[3];
if (0 < iVar1) {
if ((iVar2 < 0) || (*(int *)(param_1 + 0xbc) <= iVar2)) {
Error("Cannot load corrupted map.\n");
}
(**(code **)(*physcollision + 0x94))
(physcollision,iVar2 * 0x38 + *(int *)(param_1 + 0xb8) + 0x28,iVar3,piVar7,
iVar4 + iVar1,0);
piVar7 = (int *)((int)piVar7 + iVar4 + iVar1);
}
iVar4 = CMapLoadHelper::LumpSize(local_140);
} while (((int)piVar7 - (int)piVar5 <= iVar4) && (piVar6 = piVar7, 0 < iVar1));
if (*(int *)(param_1 + 0xbc) < 1) {
Error("Cannot load corrupted map.\n");
}
if ((*(ushort *)(*(int *)(param_1 + 0xb8) + 0x28) & 0x7fff) == 0) {
Sys_Error("No physics for world in map %s",param_1 + 4);
}
CMapLoadHelper::~CMapLoadHelper(local_140);
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.