L L4D2node

Mod_LoadLeafMinDistToWater

0x001991c0 · 327 bytes · unknown

_Z26Mod_LoadLeafMinDistToWaterv

Decompiled

undefined (0 params)

/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Mod_LoadLeafMinDistToWater() */

void Mod_LoadLeafMinDistToWater(void)

{
  uint uVar1;
  undefined1 *puVar2;
  char *pcVar3;
  void *__dest;
  uint uVar4;
  int in_GS_OFFSET;
  uint local_140 [3];
  int local_134;
  short *local_130;
  int local_128;
  undefined1 local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper((CMapLoadHelper *)local_140,0x2e);
  uVar4 = local_140[0] >> 1;
  if (uVar4 != 0) {
    if (*local_130 == -1) {
      uVar1 = 0;
      do {
        uVar1 = uVar1 + 1;
        if (uVar1 == uVar4) goto LAB_0019921e;
      } while (local_130[uVar1] == -1);
    }
    if ((local_140[0] != 0) && (g_pMaterialSystemHardwareConfig != 0)) {
      if ((local_140[0] & 1) != 0) {
        Host_Error("Mod_LoadLeafMinDistToWater: funny lump size in %s",s_szMapPathName);
        uVar4 = local_140[0] >> 1;
      }
      puVar2 = s_szMapPathName;
      if ((&s_MapLumpFiles)[local_128 * 7] != 0) {
        puVar2 = local_124;
      }
                    /* try { // try from 001992b2 to 001992ff has its CatchHandler @ 00199312 */
      pcVar3 = (char *)va("%s [%s]",puVar2,"leafmindisttowater");
      __dest = (void *)Hunk_AllocName(uVar4 * 2,pcVar3,true);
      memcpy(__dest,local_130,uVar4 * 2);
      *(void **)(s_pMap + 0x54) = __dest;
      goto LAB_0019922a;
    }
  }
LAB_0019921e:
  *(undefined4 *)(s_pMap + 0x54) = 0;
LAB_0019922a:
  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)