CDownloadListGenerator::ForceModelBounds
0x0013eef0 · 385 bytes · __thiscall
_ZN22CDownloadListGenerator16ForceModelBoundsEPKcRK6VectorS4_
Decompiled
undefined (4 params)
/* CDownloadListGenerator::ForceModelBounds(char const*, Vector const&, Vector const&) */
void __thiscall
CDownloadListGenerator::ForceModelBounds
(CDownloadListGenerator *this,char *param_1,Vector *param_2,Vector *param_3)
{
int iVar1;
int in_GS_OFFSET;
undefined1 local_103c [4];
undefined4 local_1038;
undefined4 local_1034;
undefined4 local_1030;
undefined4 local_102c;
undefined4 local_1028;
undefined4 local_1024;
char local_1020 [4096];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
if (*(int *)(this + 0x17c) != 0) {
if (param_1 == (char *)0x0) {
param_1 = "";
}
iVar1 = V_stristr(param_1,".mdl");
if (iVar1 == 0) {
DevWarning("Warning - trying to enforce model bounds on %s\n",param_1);
}
else {
V_strncpy(local_1020,param_1,0x1000);
V_FixSlashes(local_1020,'/');
local_103c[0] = 3;
local_1038 = *(undefined4 *)param_2;
local_1034 = *(undefined4 *)(param_2 + 4);
local_1030 = *(undefined4 *)(param_2 + 8);
local_102c = *(undefined4 *)param_3;
local_1028 = *(undefined4 *)(param_3 + 4);
local_1024 = *(undefined4 *)(param_3 + 8);
iVar1 = (**(code **)(**(int **)(this + 0x17c) + 0x34))(*(int **)(this + 0x17c),local_1020);
if (iVar1 == 0xffff) {
(**(code **)(**(int **)(this + 0x17c) + 0x24))
(*(int **)(this + 0x17c),1,local_1020,0x1c,local_103c);
}
else {
(**(code **)(**(int **)(this + 0x17c) + 0x2c))
(*(int **)(this + 0x17c),iVar1,0x1c,local_103c);
}
}
}
if (local_20 == *(int *)(in_GS_OFFSET + 0x14)) {
return;
}
/* 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.