CStaticPropMgr::UnserializeStaticProps
0x001e7db0 · 237 bytes · __thiscall
_ZN14CStaticPropMgr22UnserializeStaticPropsEv
Decompiled
undefined (1 param)
/* CStaticPropMgr::UnserializeStaticProps() */
void __thiscall CStaticPropMgr::UnserializeStaticProps(CStaticPropMgr *this)
{
char cVar1;
int iVar2;
int local_44 [4];
int local_34;
int local_24;
iVar2 = Mod_GameLumpSize(0x73707270);
if (iVar2 == 0) {
return;
}
COM_TimestampedLog("UnserializeStaticProps - start");
CUtlBuffer::CUtlBuffer((CUtlBuffer *)local_44,0,iVar2,0);
/* try { // try from 001e7e1b to 001e7e94 has its CatchHandler @ 001e7ea4 */
cVar1 = Mod_LoadGameLump(0x73707270,(void *)((local_34 - local_24) + local_44[0]),iVar2);
if (cVar1 != '\0') {
CUtlBuffer::SeekPut((CUtlBuffer *)local_44,0,iVar2);
COM_TimestampedLog("UnserializeModelDict");
UnserializeModelDict(this,(CUtlBuffer *)local_44);
COM_TimestampedLog("UnserializeLeafList");
UnserializeLeafList(this,(CUtlBuffer *)local_44);
COM_TimestampedLog("UnserializeModels");
UnserializeModels(this,(CUtlBuffer *)local_44);
}
COM_TimestampedLog("UnserializeStaticProps - end");
CUtlMemory<unsigned_char,int>::Purge((CUtlMemory<unsigned_char,int> *)local_44);
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.