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 intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.