L L4D2node

Mod_LoadLump

0x001971c0 · 226 bytes · __cdecl

_Z12Mod_LoadLumpP7model_tiPciPPvPi

Decompiled

undefined (6 params)

/* Mod_LoadLump(model_t*, int, char*, int, void**, int*) */

void Mod_LoadLump(model_t *param_1,int param_2,char *param_3,int param_4,void **param_5,int *param_6
                 )

{
  void *__dest;
  int in_GS_OFFSET;
  size_t local_140 [3];
  int local_134;
  void *local_130;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper((CMapLoadHelper *)local_140,param_2);
  if ((int)local_140[0] % param_4 != 0) {
                    /* try { // try from 00197222 to 00197248 has its CatchHandler @ 001972a2 */
    Host_Error("Mod_LoadLump: funny lump size in %s",param_1 + 4);
  }
  *param_6 = (int)local_140[0] / param_4;
  __dest = (void *)Hunk_AllocName(local_140[0],param_3,true);
  *param_5 = __dest;
  memcpy(__dest,local_130,local_140[0]);
  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 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)