L L4D2node

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 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)