L L4D2node

Map_CheckFeatureFlags

0x00195ec0 · 165 bytes · unknown

_Z21Map_CheckFeatureFlagsv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Map_CheckFeatureFlags() */

void Map_CheckFeatureFlags(void)

{
  int iVar1;
  int in_GS_OFFSET;
  CMapLoadHelper local_130 [12];
  int local_124;
  uint *local_120;
  int local_10;
  
  g_bLoadedMapHasBakedPropLighting = 0;
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  g_bBakedPropLightingNoSeparateHDR = 0;
  iVar1 = _DAT_003a83e8;
  if (_DAT_003a83d4 == 0) {
    iVar1 = _DAT_003a8ac0;
  }
  if (0 < iVar1) {
    CMapLoadHelper::CMapLoadHelper(local_130,0x3b);
    g_bLoadedMapHasBakedPropLighting = (*local_120 & 3) != 0;
    g_bBakedPropLightingNoSeparateHDR = ((byte)(*local_120 >> 1) ^ 1) & 1;
    if (local_124 != 0) {
      (**(code **)(*g_pFileSystem + 0x150))(g_pFileSystem,local_124);
    }
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)