Mod_LoadVertNormalIndices
0x00196ba0 · 288 bytes · unknown
_Z25Mod_LoadVertNormalIndicesv
Decompiled
undefined (0 params)
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Mod_LoadVertNormalIndices() */
void Mod_LoadVertNormalIndices(void)
{
int iVar1;
int iVar2;
undefined1 *puVar3;
char *pcVar4;
void *__dest;
int iVar5;
int iVar6;
uint uVar7;
int iVar8;
int in_GS_OFFSET;
uint local_140 [3];
int local_134;
void *local_130;
int local_128;
undefined1 local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper((CMapLoadHelper *)local_140,0x1f);
uVar7 = local_140[0] >> 1;
puVar3 = s_szMapPathName;
if ((&s_MapLumpFiles)[local_128 * 7] != 0) {
puVar3 = local_124;
}
/* try { // try from 00196c12 to 00196c30 has its CatchHandler @ 00196cbb */
pcVar4 = (char *)va("%s [%s]",puVar3,"vertnormalindices");
__dest = (void *)Hunk_AllocName(local_140[0],pcVar4,true);
memcpy(__dest,local_130,local_140[0]);
iVar2 = s_pMap;
iVar1 = *(int *)(s_pMap + 0x70);
*(uint *)(s_pMap + 0x3c) = uVar7;
iVar8 = 0;
*(void **)(iVar2 + 0x40) = __dest;
iVar5 = 0;
if (0 < iVar1) {
do {
iVar1 = *(int *)(iVar2 + 0x78);
iVar6 = iVar5 + 1;
*(int *)(*(int *)(iVar2 + 0x80) + (iVar5 * 0x20 >> 5) * 4) = iVar8;
iVar8 = iVar8 + (*(uint *)(iVar1 + iVar5 * 0x20) >> 0x18);
iVar5 = iVar6;
} while (iVar6 < *(int *)(iVar2 + 0x70));
}
if (local_134 != 0) {
(**(code **)(*g_pFileSystem + 0x150))(g_pFileSystem,local_134);
}
if (local_20 == *(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.