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 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.