L L4D2node

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 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)