CollisionBSPData_LoadEntityString
0x00124410 · 306 bytes · __cdecl
_Z33CollisionBSPData_LoadEntityStringP17CCollisionBSPData
Decompiled
undefined (1 param)
/* CollisionBSPData_LoadEntityString(CCollisionBSPData*) */
void CollisionBSPData_LoadEntityString(CCollisionBSPData *param_1)
{
undefined4 uVar1;
void *pvVar2;
int iVar3;
char *pcVar4;
int in_GS_OFFSET;
CMapLoadHelper local_140 [288];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper(local_140,0);
/* try { // try from 00124443 to 001244cf has its CatchHandler @ 00124543 */
uVar1 = CMapLoadHelper::LumpSize(local_140);
*(undefined4 *)(param_1 + 0xe0) = uVar1;
pvVar2 = (void *)CMapLoadHelper::LumpBase(local_140);
iVar3 = CMapLoadHelper::LumpSize(local_140);
uVar1 = CMapLoadHelper::LumpOffset(local_140);
pcVar4 = (char *)CMapLoadHelper::GetDiskName(local_140);
if (*(int *)(param_1 + 0xf8) != 0) {
*(undefined4 *)(param_1 + 0xf4) = 0;
*(undefined4 *)(param_1 + 0xf8) = 0;
*(undefined4 *)(param_1 + 0x108) = 0;
*(undefined4 *)(param_1 + 0x104) = 0;
param_1[0xfc] = (CCollisionBSPData)0x0;
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)(param_1 + 0xe8));
}
*(int *)(param_1 + 0xe4) = iVar3;
_V_strcpy((char *)(param_1 + 0x120),pcVar4);
*(undefined4 *)(param_1 + 0x220) = uVar1;
if (pvVar2 != (void *)0x0) {
CUtlBuffer::Put((CUtlBuffer *)(param_1 + 0xe8),pvVar2,iVar3);
}
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.