Mod_LoadLighting
0x00196050 · 183 bytes · __cdecl
_Z16Mod_LoadLightingR14CMapLoadHelper
Decompiled
undefined (1 param)
/* Mod_LoadLighting(CMapLoadHelper&) */
void Mod_LoadLighting(CMapLoadHelper *param_1)
{
size_t __size;
int iVar1;
void *pvVar2;
int iVar3;
undefined4 uVar4;
iVar1 = s_pMap;
__size = *(size_t *)param_1;
if (__size == 0) {
*(undefined4 *)(s_pMap + 0x94) = 0;
}
else {
if ((*(int *)(r_unloadlightmaps._28_4_ + 0x30) == 0) &&
(*(int *)(r_hunkalloclightmaps._28_4_ + 0x30) != 0)) {
g_bHunkAllocLightmaps = 1;
uVar4 = Hunk_AllocName(__size,"lightdata",false);
*(undefined4 *)(iVar1 + 0x94) = uVar4;
iVar3 = s_pMap;
}
else {
g_bHunkAllocLightmaps = 0;
pvVar2 = malloc(__size);
*(void **)(iVar1 + 0x94) = pvVar2;
iVar3 = iVar1;
}
*(undefined1 *)(iVar1 + 0xec) = 0;
if (*(void **)(iVar3 + 0x94) != (void *)0x0) {
memcpy(*(void **)(iVar3 + 0x94),*(void **)(param_1 + 0x10),*(size_t *)param_1);
return;
}
}
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.