CStaticPropMgr::UnserializeModels
0x001e6d40 · 801 bytes · __thiscall
_ZN14CStaticPropMgr17UnserializeModelsER10CUtlBuffer
Decompiled
undefined (2 params)
/* CStaticPropMgr::UnserializeModels(CUtlBuffer&) */
void __thiscall CStaticPropMgr::UnserializeModels(CStaticPropMgr *this,CUtlBuffer *param_1)
{
char cVar1;
int iVar2;
void *pvVar3;
int iVar4;
int *piVar5;
int iVar6;
int local_74;
int local_68;
undefined4 local_64;
ushort local_4c;
undefined4 local_2c;
undefined1 local_28;
undefined1 local_27;
undefined1 local_26;
undefined1 local_25;
undefined1 local_24;
undefined1 local_23;
undefined1 local_22;
undefined1 local_21;
undefined1 local_20;
iVar2 = Mod_GameLumpVersion(0x73707270);
if (iVar2 < 4) {
Warning("Really old map format %d < 4! Static props can\'t be loaded...\n",iVar2);
return;
}
if (((byte)param_1[0x15] & 1) == 0) {
cVar1 = CUtlBuffer::CheckGet(param_1,4);
local_74 = 0;
if (cVar1 == '\0') goto LAB_001e6dcd;
if (((byte)param_1[0x34] & 1) == 0) {
iVar6 = *(int *)(param_1 + 0xc);
local_74 = *(int *)(*(int *)param_1 + (iVar6 - *(int *)(param_1 + 0x20)));
}
else {
piVar5 = (int *)((*(int *)(param_1 + 0xc) - *(int *)(param_1 + 0x20)) + *(int *)param_1);
if (piVar5 == (int *)0x0) {
piVar5 = &local_68;
}
local_64 = local_68;
local_64 = CONCAT31((int3)((uint)local_68 >> 8),*(undefined1 *)((int)piVar5 + 3));
local_64._2_2_ = (undefined2)((uint)local_68 >> 0x10);
local_64._0_2_ = CONCAT11(*(undefined1 *)((int)piVar5 + 2),*(undefined1 *)((int)piVar5 + 3));
local_64._3_1_ = (undefined1)((uint)local_68 >> 0x18);
local_64._0_3_ = CONCAT12(*(undefined1 *)((int)piVar5 + 1),(undefined2)local_64);
local_64 = CONCAT13((char)*piVar5,(undefined3)local_64);
_V_memcpy(&local_68,&local_64,4);
iVar6 = *(int *)(param_1 + 0xc);
local_74 = local_68;
}
*(int *)(param_1 + 0xc) = iVar6 + 4;
}
else {
local_68 = 0;
CUtlBuffer::Scanf(param_1,"%d",&local_68);
local_74 = local_68;
}
if (0x1000 < local_74) {
Warning("Trying to unserialize %d static prop models. The current limit on the number of static props is %u. Ignoring %d last instances."
,local_74,0x1000,local_74 + -0x1000);
local_74 = 0x1000;
}
LAB_001e6dcd:
if ((*(int *)(this + 0x24) < local_74) && (-1 < *(int *)(this + 0x28))) {
*(int *)(this + 0x24) = local_74;
if (*(void **)(this + 0x20) == (void *)0x0) {
pvVar3 = malloc(local_74 * 0xd8);
*(void **)(this + 0x20) = pvVar3;
}
else {
pvVar3 = realloc(*(void **)(this + 0x20),local_74 * 0xd8);
*(void **)(this + 0x20) = pvVar3;
}
}
else {
pvVar3 = *(void **)(this + 0x20);
}
*(void **)(this + 0x30) = pvVar3;
if (0 < local_74) {
iVar6 = 0;
do {
switch(iVar2) {
case 4:
CUtlBuffer::Get(param_1,(StaticPropLump_t *)&local_64,0x38);
local_2c = 0x3f800000;
goto LAB_001e6f2a;
case 5:
iVar4 = 0x3c;
goto LAB_001e6f18;
case 6:
iVar4 = 0x40;
LAB_001e6f18:
CUtlBuffer::Get(param_1,(StaticPropLump_t *)&local_64,iVar4);
LAB_001e6f2a:
local_25 = 0;
local_26 = 0;
local_27 = 0;
local_28 = 0;
local_21 = 0xff;
local_22 = 0xff;
local_23 = 0xff;
local_24 = 0xff;
local_20 = 0;
break;
case 7:
CUtlBuffer::Get(param_1,(StaticPropLump_t *)&local_64,0x44);
local_25 = 0;
local_26 = 0;
local_27 = 0;
local_28 = 0;
local_20 = 0;
break;
case 8:
CUtlBuffer::Get(param_1,(StaticPropLump_t *)&local_64,0x44);
local_20 = 0;
break;
case 9:
CUtlBuffer::Get(param_1,(StaticPropLump_t *)&local_64,0x48);
}
iVar6 = iVar6 + 1;
iVar4 = CUtlVector<CStaticProp,CUtlMemory<CStaticProp,int>>::InsertBefore
((CUtlVector<CStaticProp,CUtlMemory<CStaticProp,int>> *)(this + 0x20),
*(int *)(this + 0x2c));
CStaticProp::Init((CStaticProp *)(*(int *)(this + 0x20) + iVar4 * 0xd8),iVar4,
(StaticPropLump_t *)&local_64,
*(model_t **)(*(int *)(this + 0xc) + (uint)local_4c * 4));
CStaticProp::InsertPropIntoKDTree((CStaticProp *)(iVar4 * 0xd8 + *(int *)(this + 0x20)));
} while (iVar6 != local_74);
}
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.