L L4D2node

Mod_LoadGameLump

0x00199920 · 586 bytes · __cdecl

_Z16Mod_LoadGameLumpiPvi

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* Mod_LoadGameLump(int, void*, int) */

bool Mod_LoadGameLump(int param_1,void *param_2,int param_3)

{
  bool bVar1;
  byte bVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  void *__ptr;
  size_t __size;
  int iVar6;
  int in_GS_OFFSET;
  char local_124 [260];
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  iVar4 = _DAT_003a8df0 + -1;
  iVar5 = (_DAT_003a8df0 + -1) * 0x10;
  iVar6 = _DAT_003a8df0;
  do {
    iVar3 = iVar4;
    if (iVar3 < 0) {
      bVar1 = false;
LAB_00199986:
      if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
        return bVar1;
      }
                    /* WARNING: Subroutine does not return */
      __stack_chk_fail();
    }
    iVar4 = g_GameLumpDict + iVar5;
    if (*(int *)(g_GameLumpDict + iVar5) == param_1) {
      bVar1 = false;
      __size = *(size_t *)(iVar4 + 0xc);
      if ((int)__size <= param_3) {
        bVar2 = *(byte *)(iVar4 + 4) & 1;
        if ((*(byte *)(iVar4 + 4) & 1) != 0) {
          __size = *(int *)(g_GameLumpDict + 8 + iVar6 * 0x10) - *(int *)(iVar4 + 8);
        }
        if (s_MapBuffer == 0) {
          V_strncpy(local_124,g_GameLumpFilename,0x104);
          iVar4 = (**(code **)(*g_pFileSystem + 0x114))(g_pFileSystem,local_124,&DAT_002a3e98,0,0,0)
          ;
          bVar1 = false;
          if (iVar4 != 0) {
            (**(code **)(g_pFileSystem[1] + 0x10))
                      (g_pFileSystem + 1,iVar4,*(undefined4 *)(g_GameLumpDict + 8 + iVar5),0);
            if (bVar2 == 0) {
              iVar5 = (**(code **)g_pFileSystem[1])(g_pFileSystem + 1,param_2,__size,iVar4);
              bVar1 = 0 < iVar5;
              (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,iVar4);
            }
            else {
              __ptr = malloc(__size);
              iVar5 = (**(code **)g_pFileSystem[1])(g_pFileSystem + 1,__ptr,__size,iVar4);
              (**(code **)(g_pFileSystem[1] + 0xc))(g_pFileSystem + 1,iVar4);
              if (iVar5 < 1) {
                free(__ptr);
              }
            }
          }
        }
        else {
          bVar1 = false;
          if (((int)(*(int *)(iVar4 + 8) + __size) <= DAT_003a849c) && (bVar2 == 0)) {
            _V_memcpy(param_2,(void *)(s_MapBuffer + *(int *)(iVar4 + 8)),__size);
            bVar1 = true;
          }
        }
      }
      goto LAB_00199986;
    }
    iVar4 = iVar3 + -1;
    iVar5 = iVar5 + -0x10;
    iVar6 = iVar3;
  } while( true );
}

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)