CheckNavFile
0x00719f00 · 530 bytes · __regparm3
_ZL12CheckNavFilePKc
Decompiled
undefined (1 param)
/* CheckNavFile(char const*) */
byte __regparm3 CheckNavFile(char *param_1)
{
bool bVar1;
byte bVar2;
int iVar3;
int iVar4;
int in_GS_OFFSET;
int local_32c;
int local_328;
int local_324;
char local_320 [256];
char local_220 [256];
char local_120 [256];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (param_1 == (char *)0x0) {
LAB_0071a050:
bVar2 = 1;
}
else {
V_StripExtension(param_1,local_320,0x100);
V_snprintf(local_220,0x100,"maps\\%s.bsp",local_320);
V_snprintf(local_120,0x100,"maps\\%s.nav",local_320);
iVar3 = (**(code **)(*(int *)(filesystem + 4) + 8))(filesystem + 4,local_120,"rb",&DAT_00c146f4)
;
bVar1 = false;
if (iVar3 == 0) {
iVar3 = (**(code **)(*(int *)(filesystem + 4) + 8))(filesystem + 4,local_120,"rb","GAME");
if (iVar3 == 0) goto LAB_0071a050;
bVar1 = true;
}
iVar4 = (*(code *)**(undefined4 **)(filesystem + 4))(filesystem + 4,&local_32c,4,iVar3);
if ((iVar4 == 0) || (local_32c != -0x1120532)) {
(*(code *)(*(undefined4 **)(filesystem + 4))[3])(filesystem + 4,iVar3);
bVar2 = 2;
}
else {
iVar4 = (*(code *)**(undefined4 **)(filesystem + 4))(filesystem + 4,&local_328,4,iVar3);
if ((iVar4 == 0) || (0xc < local_328 - 4U)) {
(**(code **)(*(int *)(filesystem + 4) + 0xc))(filesystem + 4,iVar3);
bVar2 = 3;
}
else {
(*(code *)**(undefined4 **)(filesystem + 4))(filesystem + 4,&local_324,4,iVar3);
iVar3 = (**(code **)(*(int *)(filesystem + 4) + 0x1c))(filesystem + 4,local_220,0);
if (iVar3 == local_324) {
bVar2 = 0;
}
else {
bVar2 = -!bVar1 & 4;
}
}
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return bVar2;
}
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.