CModelRender::InitColormeshParams
0x001877d0 · 309 bytes · __thiscall
_ZN12CModelRender19InitColormeshParamsERNS_15ModelInstance_tEP14studiohwdata_tP17colormeshparams_t
Decompiled
undefined (4 params)
/* CModelRender::InitColormeshParams(CModelRender::ModelInstance_t&, studiohwdata_t*,
colormeshparams_t*) */
void __thiscall
CModelRender::InitColormeshParams
(CModelRender *this,ModelInstance_t *param_1,studiohwdata_t *param_2,
colormeshparams_t *param_3)
{
int *piVar1;
int iVar2;
int iVar3;
char cVar4;
int iVar5;
int iVar6;
int local_38;
int local_34;
int local_2c;
int local_20;
*(undefined4 *)param_3 = 0;
*(undefined4 *)(param_3 + 4) = 0;
*(undefined4 *)(param_3 + 8) = 0;
if (((((byte)param_1[0xfa] & 2) != 0) &&
(cVar4 = (**(code **)(*g_pMaterialSystemHardwareConfig + 0x94))
(g_pMaterialSystemHardwareConfig), cVar4 != '\0')) &&
(*(int *)(r_proplightingpooling._28_4_ + 0x30) == 1)) {
*(CModelRender **)(param_3 + 8) = this + 0x5c;
}
local_38 = *(int *)param_2;
local_34 = local_38 * 0x1c;
if (local_38 < *(int *)(param_2 + 4)) {
do {
local_2c = 0;
iVar2 = *(int *)(param_2 + 8);
if (0 < *(int *)(param_2 + 0xc)) {
do {
piVar1 = (int *)(*(int *)(local_34 + iVar2) + local_2c * 8);
if (0 < *piVar1) {
iVar3 = *(int *)param_3;
local_20 = *(int *)(param_3 + 4);
iVar5 = 0;
do {
*(int *)param_3 = iVar3 + 1 + iVar5;
iVar6 = iVar5 * 0x28;
*(undefined4 *)(param_3 + iVar5 * 4 + iVar3 * 4 + 0xc) =
*(undefined4 *)(piVar1[1] + 0x14 + iVar6);
iVar5 = iVar5 + 1;
local_20 = local_20 + *(int *)(piVar1[1] + 0x14 + iVar6);
*(int *)(param_3 + 4) = local_20;
} while (iVar5 < *piVar1);
}
local_2c = local_2c + 1;
} while (local_2c < *(int *)(param_2 + 0xc));
}
local_38 = local_38 + 1;
local_34 = local_34 + 0x1c;
} while (local_38 < *(int *)(param_2 + 4));
}
return;
}
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.