CMapLoadHelper::InitFromMemory
0x001956d0 · 465 bytes · __cdecl
_ZN14CMapLoadHelper14InitFromMemoryEP7model_tPKvi
Decompiled
undefined (3 params)
/* CMapLoadHelper::InitFromMemory(model_t*, void const*, int) */
void CMapLoadHelper::InitFromMemory(model_t *param_1,void *param_2,int param_3)
{
int iVar1;
int iVar2;
int iVar3;
int in_GS_OFFSET;
undefined1 local_520 [8];
undefined4 auStack_518 [257];
char local_114 [260];
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
s_nMapLoadRecursion = s_nMapLoadRecursion + 1;
if (s_nMapLoadRecursion < 2) {
s_pMap = (undefined *)0x0;
s_MapFileHandle = 0;
_V_memset(&s_MapHeader,0,0x40c);
_V_memset(&s_MapLumpFiles,0,0x700);
V_strncpy(s_szMapPathName,(char *)(param_1 + 4),0x104);
V_strncpy(local_114,s_szMapPathName,0x104);
CUtlBuffer::SetExternalBuffer((CUtlBuffer *)&s_MapBuffer,param_2,param_3,param_3,0);
_V_memcpy(&s_MapHeader,param_2,0x40c);
iVar1 = DAT_003a8704;
if (DAT_003a8704 < 0x15) {
memcpy(local_520,&s_MapHeader,0x40c);
iVar2 = 0;
do {
*(undefined4 *)((int)&DAT_003a870c + iVar2) = *(undefined4 *)((int)auStack_518 + iVar2);
*(undefined4 *)((int)&DAT_003a8710 + iVar2) = *(undefined4 *)((int)auStack_518 + iVar2 + 4);
iVar3 = iVar2 + 0x10;
*(undefined4 *)((int)&DAT_003a8708 + iVar2) = *(undefined4 *)((int)auStack_518 + iVar2 + 8);
iVar2 = iVar3;
} while (iVar3 != 0x400);
}
if (s_MapHeader == 0x50534256) {
if (iVar1 - 0x13U < 3) {
s_pMap = &DAT_003a8b88;
g_ServerGlobalVariables._64_4_ = DAT_003a8b08;
}
else {
Host_Error("CMapLoadHelper::Init, map %s has wrong version (%i when expecting %i)\n",
local_114,iVar1,0x15);
}
}
else {
Host_Error("CMapLoadHelper::Init, map %s has wrong identifier\n",local_114);
}
}
if (local_10 != *(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.