L L4D2node

CMapLoadHelper::LoadLumpElement

0x00195960 · 60 bytes · __thiscall

_ZN14CMapLoadHelper15LoadLumpElementEiiPv

Decompiled

undefined (4 params)

/* CMapLoadHelper::LoadLumpElement(int, int, void*) */

void __thiscall
CMapLoadHelper::LoadLumpElement(CMapLoadHelper *this,int param_1,int param_2,void *param_3)

{
  int iVar1;
  
  if (((param_2 != 0) && (*(int *)this != 0)) &&
     (iVar1 = (param_1 + 1) * param_2, iVar1 <= *(int *)this)) {
    _V_memcpy(param_3,(void *)((iVar1 - param_2) + *(int *)(this + 0x10)),param_2);
    return;
  }
  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)