Mod_LoadSurfedges
0x00199640 · 465 bytes · __cdecl
_Z17Mod_LoadSurfedgesP7medge_t
Decompiled
undefined (1 param)
/* Mod_LoadSurfedges(medge_t*) */
void Mod_LoadSurfedges(medge_t *param_1)
{
uint uVar1;
undefined1 *puVar2;
char *pcVar3;
int iVar4;
uint uVar5;
int iVar6;
int in_GS_OFFSET;
bool bVar7;
uint local_140 [3];
int local_134;
int local_130;
int local_128;
undefined1 local_124 [260];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
CMapLoadHelper::CMapLoadHelper((CMapLoadHelper *)local_140,0xd);
if ((local_140[0] & 3) != 0) {
/* try { // try from 001997ef to 0019981d has its CatchHandler @ 00199828 */
Host_Error("Mod_LoadSurfedges: funny lump size in %s",s_szMapPathName);
}
uVar1 = local_140[0] >> 2;
if (0x7cffe < uVar1 - 1) {
Host_Error("Mod_LoadSurfedges: bad surfedges count in %s: %i",s_szMapPathName,uVar1);
}
puVar2 = s_szMapPathName;
if ((&s_MapLumpFiles)[local_128 * 7] != 0) {
puVar2 = local_124;
}
/* try { // try from 001996de to 00199777 has its CatchHandler @ 00199828 */
pcVar3 = (char *)va("%s [%s]",puVar2,"surfedges");
iVar4 = Hunk_AllocName(uVar1 * 2,pcVar3,true);
iVar6 = s_pMap;
uVar5 = 0;
*(int *)(s_pMap + 0x88) = iVar4;
*(uint *)(iVar6 + 0x84) = uVar1;
if (uVar1 != 0) {
do {
iVar6 = *(int *)(local_130 + uVar5 * 4);
bVar7 = iVar6 < 0;
if (bVar7) {
iVar6 = -iVar6;
}
if (s_nMapEdgesLoaded <= iVar6) {
Host_Error("Map %s is corrupted and cannot be loaded.",s_szMapPathName);
}
*(undefined2 *)(iVar4 + uVar5 * 2) = *(undefined2 *)(param_1 + iVar6 * 4 + (uint)bVar7 * 2);
uVar5 = uVar5 + 1;
} while (uVar1 != uVar5);
}
if (param_1 != (medge_t *)0x0) {
operator_delete__(param_1);
}
if (local_134 != 0) {
(**(code **)(*g_pFileSystem + 0x150))(g_pFileSystem,local_134);
}
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.