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 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.