L L4D2node

CStudioHdr::Init

0x000e3ff0 · 323 bytes · __thiscall

_ZN10CStudioHdr4InitEPK11studiohdr_tP9IMDLCache

Decompiled

undefined (3 params)

/* CStudioHdr::Init(studiohdr_t const*, IMDLCache*) */

void __thiscall CStudioHdr::Init(CStudioHdr *this,studiohdr_t *param_1,IMDLCache *param_2)

{
  int *piVar1;
  studiohdr_t *this_00;
  int iVar2;
  virtualmodel_t *pvVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  CStudioHdr local_1d;
  
  *(studiohdr_t **)this = param_1;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  if (param_1 != (studiohdr_t *)0x0) {
    this_00 = param_1;
    if (param_2 != (IMDLCache *)0x0) {
      piVar1 = (int *)(**(code **)(*(int *)param_2 + 0xa0))(param_2,0);
      *(int **)(this + 0x20) = piVar1;
      *(int *)(this + 0x1c) = *piVar1 + -1;
      this_00 = *(studiohdr_t **)this;
    }
    if (*(int *)(this_00 + 0x150) != 0) {
      pvVar3 = (virtualmodel_t *)studiohdr_t::GetVirtualModel(this_00);
      ResetVModel(this,pvVar3);
      this_00 = *(studiohdr_t **)this;
    }
    CUtlVector<int,CUtlMemory<int,int>>::EnsureCount
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x2c),*(int *)(this_00 + 0x9c));
    CUtlVector<int,CUtlMemory<int,int>>::EnsureCount
              ((CUtlVector<int,CUtlMemory<int,int>> *)(this + 0x40),*(int *)(*(int *)this + 0x9c));
    iVar5 = *(int *)this;
    if (*(int *)(iVar5 + 0x9c) < 1) {
      local_1d = (CStudioHdr)0x0;
    }
    else {
      iVar6 = *(int *)(iVar5 + 0xa0);
      iVar2 = 0;
      local_1d = (CStudioHdr)0x0;
      do {
        iVar4 = iVar2 * 0xd8;
        *(undefined4 *)(*(int *)(this + 0x2c) + iVar2 * 4) =
             *(undefined4 *)(iVar6 + 0xa0 + iVar5 + iVar4);
        *(undefined4 *)(*(int *)(this + 0x40) + iVar2 * 4) =
             *(undefined4 *)(iVar4 + 4 + *(int *)this + *(int *)(*(int *)this + 0xa0));
        iVar5 = *(int *)this;
        iVar6 = *(int *)(iVar5 + 0xa0);
        if (*(int *)(iVar4 + 0xb4 + iVar6 + iVar5) != *(int *)(param_1 + 0x14c)) {
          local_1d = (CStudioHdr)0x1;
        }
        iVar2 = iVar2 + 1;
      } while (iVar2 < *(int *)(iVar5 + 0x9c));
    }
    *(undefined4 *)(this + 0x54) = 0;
    this[100] = local_1d;
  }
  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)