L L4D2node

Mod_LoadWorldlights

0x00196120 · 1001 bytes · __cdecl

_Z19Mod_LoadWorldlightsR14CMapLoadHelperb

Decompiled

undefined (2 params)

/* Mod_LoadWorldlights(CMapLoadHelper&, bool) */

void Mod_LoadWorldlights(CMapLoadHelper *param_1,bool param_2)

{
  uint uVar1;
  CMapLoadHelper *pCVar2;
  char *pcVar3;
  undefined4 uVar4;
  undefined4 *puVar5;
  int iVar6;
  undefined4 *puVar7;
  int iVar8;
  dworldlight_t *pdVar9;
  int iVar10;
  longdouble lVar11;
  uint local_28;
  
  iVar8 = s_pMap;
  *(undefined4 *)(s_pMap + 0xa0) = 0;
  uVar1 = *(uint *)param_1;
  if (uVar1 == 0) {
    *(undefined4 *)(iVar8 + 0x98) = 0;
    *(undefined4 *)(iVar8 + 0x9c) = 0;
  }
  else {
    if (*(int *)(param_1 + 8) == 0) {
      uVar1 = uVar1 / 0x58;
      *(uint *)(iVar8 + 0x98) = uVar1;
      pCVar2 = (CMapLoadHelper *)s_szMapPathName;
      if ((&s_MapLumpFiles)[*(int *)(param_1 + 0x18) * 7] != 0) {
        pCVar2 = param_1 + 0x1c;
      }
      pcVar3 = (char *)va("%s [%s]",pCVar2,"worldlights");
      uVar4 = Hunk_AllocName(uVar1 * 100,pcVar3,true);
      *(undefined4 *)(iVar8 + 0x9c) = uVar4;
      iVar8 = s_pMap;
      if (uVar1 != 0) {
        local_28 = 0;
        puVar5 = *(undefined4 **)(param_1 + 0x10);
        puVar7 = *(undefined4 **)(s_pMap + 0x9c);
        do {
          *puVar7 = *puVar5;
          puVar7[1] = puVar5[1];
          puVar7[2] = puVar5[2];
          puVar7[3] = puVar5[3];
          puVar7[4] = puVar5[4];
          puVar7[5] = puVar5[5];
          puVar7[6] = puVar5[6];
          puVar7[7] = puVar5[7];
          puVar7[8] = puVar5[8];
          puVar7[9] = 0;
          puVar7[10] = 0;
          puVar7[0xb] = 0;
          puVar7[0xc] = puVar5[9];
          puVar7[0xd] = puVar5[10];
          puVar7[0xe] = puVar5[0xb];
          local_28 = local_28 + 1;
          puVar7[0xf] = puVar5[0xc];
          puVar7[0x10] = puVar5[0xd];
          puVar7[0x11] = puVar5[0xe];
          puVar7[0x12] = puVar5[0xf];
          puVar7[0x13] = puVar5[0x10];
          puVar7[0x14] = puVar5[0x11];
          puVar7[0x15] = puVar5[0x12];
          puVar7[0x16] = puVar5[0x13];
          puVar7[0x17] = puVar5[0x14];
          puVar7[0x18] = puVar5[0x15];
          puVar5 = puVar5 + 0x16;
          puVar7 = puVar7 + 0x19;
        } while (uVar1 != local_28);
      }
    }
    else if (*(int *)(param_1 + 8) == 1) {
      *(uint *)(iVar8 + 0x98) = uVar1 / 100;
      pCVar2 = (CMapLoadHelper *)s_szMapPathName;
      if ((&s_MapLumpFiles)[*(int *)(param_1 + 0x18) * 7] != 0) {
        pCVar2 = param_1 + 0x1c;
      }
      pcVar3 = (char *)va("%s [%s]",pCVar2,"worldlights");
      uVar4 = Hunk_AllocName(*(int *)param_1,pcVar3,true);
      *(undefined4 *)(iVar8 + 0x9c) = uVar4;
      iVar8 = s_pMap;
      memcpy(*(void **)(s_pMap + 0x9c),*(void **)(param_1 + 0x10),*(size_t *)param_1);
    }
    else {
      Host_Error("Invalid worldlight lump version!\n");
      iVar8 = s_pMap;
    }
    iVar10 = 0;
    if (0 < *(int *)(iVar8 + 0x98)) {
      do {
        iVar6 = iVar10 * 100;
        pdVar9 = (dworldlight_t *)(*(int *)(iVar8 + 0x9c) + iVar6);
        if (*(int *)(pdVar9 + 0x34) == 2) {
          if (((*(float *)(pdVar9 + 0x4c) == 0.0) && (*(float *)(pdVar9 + 0x50) == 0.0)) &&
             (*(float *)(pdVar9 + 0x54) == 0.0)) {
            *(undefined4 *)(pdVar9 + 0x54) = 0x3f800000;
            pdVar9 = (dworldlight_t *)(*(int *)(iVar8 + 0x9c) + iVar6);
          }
          if (*(float *)(pdVar9 + 0x44) != 0.0) goto LAB_00196209;
          *(undefined4 *)(pdVar9 + 0x44) = 0x3f800000;
          pdVar9 = (dworldlight_t *)(iVar6 + *(int *)(iVar8 + 0x9c));
          if (*(float *)(pdVar9 + 0x48) <= 1.0 && *(float *)(pdVar9 + 0x48) != 1.0)
          goto LAB_00196288;
        }
        else {
          if ((((*(int *)(pdVar9 + 0x34) == 1) && (*(float *)(pdVar9 + 0x4c) == 0.0)) &&
              (*(float *)(pdVar9 + 0x50) == 0.0)) && (*(float *)(pdVar9 + 0x54) == 0.0)) {
            *(undefined4 *)(pdVar9 + 0x54) = 0x3f800000;
            pdVar9 = (dworldlight_t *)(iVar6 + *(int *)(iVar8 + 0x9c));
          }
LAB_00196209:
          if (*(float *)(pdVar9 + 0x48) <= 1.0 && *(float *)(pdVar9 + 0x48) != 1.0) {
LAB_00196288:
            lVar11 = (longdouble)ComputeLightRadius(pdVar9,param_2);
            *(float *)(pdVar9 + 0x48) = (float)lVar11;
          }
        }
        iVar10 = iVar10 + 1;
        iVar8 = s_pMap;
      } while (iVar10 < *(int *)(s_pMap + 0x98));
    }
  }
  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)