L L4D2node

CModelRender::DrawModel

0x00185750 · 192 bytes · __thiscall

_ZN12CModelRender9DrawModelEiP17IClientRenderabletiPK7model_tRK6VectorRK6QAngleiiiPK11matrix3x4_tSD_

Decompiled

undefined (13 params)

/* CModelRender::DrawModel(int, IClientRenderable*, unsigned short, int, model_t const*, Vector
   const&, QAngle const&, int, int, int, matrix3x4_t const*, matrix3x4_t const*) */

undefined4 __thiscall
CModelRender::DrawModel
          (CModelRender *this,int param_1,IClientRenderable *param_2,ushort param_3,int param_4,
          model_t *param_5,Vector *param_6,QAngle *param_7,int param_8,int param_9,int param_10,
          matrix3x4_t *param_11,matrix3x4_t *param_12)

{
  undefined4 uVar1;
  undefined4 local_50;
  undefined4 local_4c;
  undefined4 local_48;
  undefined4 local_44;
  undefined4 local_40;
  undefined4 local_3c;
  IClientRenderable *local_38;
  model_t *local_34;
  matrix3x4_t *local_30;
  matrix3x4_t *local_2c;
  undefined4 local_28;
  int local_24;
  int local_20;
  int local_1c;
  int local_18;
  int local_14;
  ushort local_10;
  
  local_28 = 0;
  local_50 = *(undefined4 *)param_6;
  local_4c = *(undefined4 *)(param_6 + 4);
  local_24 = param_1;
  local_48 = *(undefined4 *)(param_6 + 8);
  local_20 = param_4;
  local_44 = *(undefined4 *)param_7;
  local_38 = param_2;
  local_40 = *(undefined4 *)(param_7 + 4);
  local_3c = *(undefined4 *)(param_7 + 8);
  local_10 = param_3;
  local_1c = param_8;
  local_34 = param_5;
  local_18 = param_9;
  local_14 = param_10;
  local_30 = param_11;
  local_2c = param_12;
  if ((*(int *)(r_entity._28_4_ + 0x30) != -1) && (param_4 != *(int *)(r_entity._28_4_ + 0x30))) {
    return 0;
  }
  uVar1 = (**(code **)(*(int *)this + 0x40))(this,&local_50);
  return uVar1;
}

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)