CModelRender::ReleaseAllStaticPropColorData
0x001858a0 · 49 bytes · __thiscall
_ZN12CModelRender29ReleaseAllStaticPropColorDataEv
Decompiled
undefined (1 param)
/* CModelRender::ReleaseAllStaticPropColorData() */
void __thiscall CModelRender::ReleaseAllStaticPropColorData(CModelRender *this)
{
uint uVar1;
uVar1 = (uint)*(ushort *)(this + 0x18);
if (uVar1 != 0xffff) {
do {
uVar1 = (uint)*(ushort *)(*(int *)(this + 0xc) + 0x106 + uVar1 * 0x108);
} while (uVar1 != 0xffff);
}
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.