L L4D2node

SetupMeshReaders

0x00139d80 · 263 bytes · __cdecl

_Z16SetupMeshReadersP7model_ti

Decompiled

undefined (2 params)

/* SetupMeshReaders(model_t*, int) */

void SetupMeshReaders(model_t *param_1,int param_2)

{
  undefined4 uVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  undefined4 *puVar6;
  undefined4 *puVar7;
  byte bVar8;
  undefined4 local_d0 [3];
  undefined4 local_c4;
  undefined4 local_b8;
  undefined4 local_b4;
  undefined4 local_98;
  undefined4 local_94;
  int local_7c;
  int local_70;
  int local_64;
  int local_60;
  int local_44;
  int local_40;
  undefined4 local_2c;
  undefined4 local_20;
  
  bVar8 = 0;
  iVar4 = 0;
  if (0 < param_2) {
    do {
      iVar5 = iVar4 + 1;
      iVar4 = DispInfo_IndexArray(*(void **)(*(int *)(param_1 + 0x134) + 0x6c),iVar4);
      puVar6 = local_d0;
      for (iVar3 = 0x2d; iVar3 != 0; iVar3 = iVar3 + -1) {
        *puVar6 = 0;
        puVar6 = puVar6 + (uint)bVar8 * -2 + 1;
      }
      local_7c = *(int *)(iVar4 + 0x108);
      local_20 = 1;
      local_d0[0] = 0x40;
      local_b8 = 0x40;
      local_b4 = 0x40;
      local_64 = local_7c + 0x30;
      local_60 = local_7c + 0x38;
      local_70 = local_7c + 0xc;
      local_40 = local_7c + 0x24;
      local_44 = local_7c + 0x18;
      local_c4 = 0x40;
      local_98 = 0x40;
      local_2c = *(undefined4 *)(iVar4 + 0xf4);
      uVar1 = *(undefined4 *)(iVar4 + 0x20);
      local_94 = 0x40;
      uVar2 = *(undefined4 *)(*(int *)(iVar4 + 0x1dc) + 0x30);
      puVar6 = local_d0;
      puVar7 = (undefined4 *)(iVar4 + 0x34);
      for (iVar3 = 0x2d; iVar3 != 0; iVar3 = iVar3 + -1) {
        *puVar7 = *puVar6;
        puVar6 = puVar6 + (uint)bVar8 * -2 + 1;
        puVar7 = puVar7 + (uint)bVar8 * -2 + 1;
      }
      *(undefined4 *)(iVar4 + 0xec) = uVar2;
      *(undefined4 *)(iVar4 + 0xf0) = uVar1;
      iVar4 = iVar5;
    } while (iVar5 != param_2);
  }
  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)