That's actually interesting, I see many names, I wonder if anything useful can be spotted.
MPQ parsing related stuff at sub_6F0179B4
sub_6F02A74C handles portrait loading for models, there are two values that always lead to peon_portrait.
It looks like Blizzard themselves were as confused about their usage of .mdx and .mdl extensions all over the place, so the function checks for both.
It first looks for "<file_name>_portrait.mdl", then "<file_name>_portrait.mdx", and finally defaults to the model itself "<file_name>.mdl" (probably assuming there's a portrait camera).
Yeah:
C:
int __cdecl sub_6F0B49D2(int a1, int a2, char *a3, int a4)
{
(*(void (__cdecl **)(int, int, _DWORD, char *, int))(*(_DWORD *)a1 + 24))(a1, a2, 0, a3, a4);
return WEUChangeFileExtension(a3, ".mdl");
}
sub_6F0B573A possibly selects variation models for cliffs.
sub_6F0BB4C2 set vertex color Jass function?
Tons of GUI stuff around 430000?
sub_6F0C59DA is used all over the place to query SLK values.
E.g. sub_6F0C5B46 (find an entry in UnitUI given an ID - this one also checks for UnitData / UnitBalance / UnitAbilities / UnitWeapons).
E.g. sub_sub_6F0C5D42(find an ItemData entry given an ID).
They have many of these wrappers - most of them probably because of their own inconsistencies with how they write values (e.g. different ID names for different SLK files).
sub_6F0C78DA reading map tileset.
sub_6F0F500E loading the map pathing.
sub_6F0F54CA loading ubersplats.
sub_6F1516A4 reads the internal files of a map (.w3e, .wpm, .doo, .w3u, .w3b, .w3d, .w3a, .w3q).
sub_6F1515B0 is used for every specific file.
sub_6F15C118 possibly the main initialization function of a map?
sub_6F198DE6 initializing Jass.
sub_6F17B4A0 initializing GUI.
dword_6FD69104 is a boolean that says whether the game is running in RoC or TFT.
sub_6F189C82 loads a .tga or .blp texture?
sub_6F18B4B0 select a random stand animation.
sub_6F18B682 seems to create the random animation objects for 6F18B4B0.
It grabs any animation with "Stand" in it, unless it also has "Ready".
sub_6F18F52E loads a team color texture given a player ID, either from the file or cache (if file, caches it), and returns it.
"The 'missing string' warning string is missing!!!"
MDX parsing code starts somewhere around sub_6F1CA8AE
sub_6F1CAAF4 loading collision shapes.
sub_6F1CAC5A creates a model. There are two variations, a complex model, and a normal model. It is determined by some flag (in the model?). I assume normal models are ones without emitters/etc.? (such as trees)