L L4D2node

CMapLoadHelper::BoundsCheck_surfaceTexInfoID

0x00195cd0 · 95 bytes · __thiscall

_ZN14CMapLoadHelper28BoundsCheck_surfaceTexInfoIDEi

Decompiled

undefined (2 params)

/* CMapLoadHelper::BoundsCheck_surfaceTexInfoID(int) */

int __thiscall CMapLoadHelper::BoundsCheck_surfaceTexInfoID(CMapLoadHelper *this,int param_1)

{
  CMapLoadHelper *pCVar1;
  
  pCVar1 = (CMapLoadHelper *)s_szMapPathName;
  if ((&s_MapLumpFiles)[*(int *)(this + 0x18) * 7] != 0) {
    pCVar1 = this + 0x1c;
  }
  if ((param_1 < *(int *)(s_pMap + 0x58)) && (-1 < param_1)) {
    return param_1;
  }
  Sys_Error("Couldn\'t load corrupted map %s",pCVar1);
  return param_1;
}

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)