L L4D2node

Mod_LoadGameLumpDict

0x0019bea0 · 239 bytes · unknown

_Z20Mod_LoadGameLumpDictv

Decompiled

undefined (0 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* WARNING: Unknown calling convention -- yet parameter storage is locked */
/* Mod_LoadGameLumpDict() */

void Mod_LoadGameLumpDict(void)

{
  int iVar1;
  dgamelump_t *pdVar2;
  int in_GS_OFFSET;
  int local_140 [3];
  int local_134;
  int *local_130;
  int local_20;
  
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  CMapLoadHelper::CMapLoadHelper((CMapLoadHelper *)local_140,0x23);
  _DAT_003a8df0 = 0;
                    /* try { // try from 0019beee to 0019bf28 has its CatchHandler @ 0019bf91 */
  V_strncpy(g_GameLumpFilename,s_szMapPathName,0x104);
  if (local_140[0] == 0) {
    if (local_134 != 0) {
      (**(code **)(*g_pFileSystem + 0x150))(g_pFileSystem,local_134);
    }
  }
  else {
    iVar1 = 0;
    pdVar2 = (dgamelump_t *)(local_130 + 1);
    if (0 < *local_130) {
      do {
        CUtlVector<dgamelump_t,CUtlMemory<dgamelump_t,int>>::InsertBefore
                  ((CUtlVector<dgamelump_t,CUtlMemory<dgamelump_t,int>> *)&g_GameLumpDict,
                   _DAT_003a8df0,pdVar2);
        iVar1 = iVar1 + 1;
        pdVar2 = pdVar2 + 0x10;
      } while (iVar1 < *local_130);
    }
    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)