L L4D2node

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 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)