CModelRender::GetModelDecalHandles
0x001856e0 · 76 bytes · __thiscall
_ZN12CModelRender20GetModelDecalHandlesEPP21StudioDecalHandle_t__iiPKt
Decompiled
undefined (5 params)
/* CModelRender::GetModelDecalHandles(StudioDecalHandle_t__**, int, int, unsigned short const*) */
void __thiscall
CModelRender::GetModelDecalHandles
(CModelRender *this,StudioDecalHandle_t__ **param_1,int param_2,int param_3,
ushort *param_4)
{
ushort *puVar1;
StudioDecalHandle_t__ *pSVar2;
puVar1 = param_4 + param_3;
if (0 < param_3) {
do {
pSVar2 = (StudioDecalHandle_t__ *)0x0;
if (*param_4 != 0xffff) {
pSVar2 = *(StudioDecalHandle_t__ **)((uint)*param_4 * 0x108 + *(int *)(this + 0xc) + 8);
}
param_4 = param_4 + 1;
*param_1 = pSVar2;
param_1 = (StudioDecalHandle_t__ **)((int)param_1 + param_2);
} while (param_4 != puVar1);
}
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.