L L4D2node

NotifyHunkBeginMapLoad

0x00194f60 · 89 bytes · __cdecl

_Z22NotifyHunkBeginMapLoadPKc

Decompiled

undefined (1 param)

/* NotifyHunkBeginMapLoad(char const*) */

void NotifyHunkBeginMapLoad(char *param_1)

{
  char *pcVar1;
  int iVar2;
  int iVar3;
  
  pcVar1 = "c1m1";
  iVar3 = 0;
  do {
    iVar2 = V_stristr(param_1,pcVar1);
    if (iVar2 != 0) break;
    iVar3 = iVar3 + 1;
    if (iVar3 == 0x23) {
      return;
    }
    pcVar1 = *(char **)(NotifyHunkBeginMapLoad(char_const*)::EstimatedHunkSizes + iVar3 * 8);
  } while (pcVar1 != (char *)0x0);
  Hunk_OnMapStart(*(int *)(NotifyHunkBeginMapLoad(char_const*)::EstimatedHunkSizes + iVar3 * 8 + 4))
  ;
  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)