L L4D2node

AddSurfacepropFile

0x00493060 · 251 bytes · __cdecl

_Z18AddSurfacepropFilePKcP20IPhysicsSurfacePropsP11IFileSystem

Decompiled

undefined (3 params)

/* AddSurfacepropFile(char const*, IPhysicsSurfaceProps*, IFileSystem*) */

void AddSurfacepropFile(char *param_1,IPhysicsSurfaceProps *param_2,IFileSystem *param_3)

{
  IFileSystem *pIVar1;
  int iVar2;
  undefined1 *puVar3;
  int iVar4;
  code *pcVar5;
  int iVar6;
  IPhysicsSurfaceProps *pIVar7;
  char *pcVar8;
  IFileSystem **ppIVar9;
  int in_GS_OFFSET;
  undefined4 uStack_60;
  IFileSystem *local_5c;
  char *local_58 [3];
  int aiStack_4c [3];
  undefined1 auStack_40 [4];
  int local_3c;
  IFileSystem *local_38;
  IPhysicsSurfaceProps *local_34;
  char *local_30;
  int local_20;
  
  ppIVar9 = &local_5c;
  local_20 = *(int *)(in_GS_OFFSET + 0x14);
  local_30 = param_1;
  local_34 = param_2;
  pIVar1 = param_3 + 4;
  local_58[2] = "GAME";
  local_58[1] = "rb";
  local_58[0] = param_1;
  uStack_60 = 0x4930a8;
  local_5c = pIVar1;
  pcVar8 = (char *)(**(code **)(*(int *)(param_3 + 4) + 8))();
  if (pcVar8 == (char *)0x0) {
    local_5c = (IFileSystem *)0xc18b68;
    local_58[1] = SURFACEPROP_MANIFEST_FILE;
    local_58[0] = local_30;
    uStack_60 = 0x49315c;
    Error();
  }
  else {
    uStack_60 = 0x4930c2;
    local_5c = pIVar1;
    local_58[0] = pcVar8;
    local_38 = pIVar1;
    local_3c = (**(code **)(*(int *)(param_3 + 4) + 0x18))();
    iVar2 = local_3c + 1;
    iVar6 = -((local_3c + 0x10U & 0xfffffff0) + 0x10);
    ppIVar9 = (IFileSystem **)((int)&local_5c + iVar6);
    iVar4 = *(int *)param_3;
    puVar3 = auStack_40 + iVar6;
    *(int *)((int)local_58 + iVar6 + 8) = local_3c;
    *(int *)((int)local_58 + iVar6 + 4) = iVar2;
    *(char **)((int)aiStack_4c + iVar6) = pcVar8;
    *(undefined1 **)((int)local_58 + iVar6) = puVar3;
    *(IFileSystem **)((int)&local_5c + iVar6) = param_3;
    pcVar5 = *(code **)(iVar4 + 0x118);
    *(undefined4 *)((int)&uStack_60 + iVar6) = 0x4930f7;
    (*pcVar5)();
    iVar2 = *(int *)(param_3 + 4);
    *(char **)((int)local_58 + iVar6) = pcVar8;
    *(IFileSystem **)((int)&local_5c + iVar6) = local_38;
    pcVar5 = *(code **)(iVar2 + 0xc);
    *(undefined4 *)((int)&uStack_60 + iVar6) = 0x493107;
    (*pcVar5)();
    pcVar8 = local_30;
    pIVar7 = local_34;
    puVar3[local_3c] = 0;
    iVar2 = *(int *)local_34;
    *(undefined1 **)((int)local_58 + iVar6 + 4) = puVar3;
    *(char **)((int)local_58 + iVar6) = pcVar8;
    *(IPhysicsSurfaceProps **)((int)&local_5c + iVar6) = pIVar7;
    pcVar5 = *(code **)(iVar2 + 8);
    *(undefined4 *)((int)&uStack_60 + iVar6) = 0x493124;
    (*pcVar5)();
  }
  if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  *(undefined **)((int)ppIVar9 + -4) = &UNK_00493163;
  __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)