CModelRender::DestroyInstance
0x00189bd0 · 110 bytes · __thiscall
_ZN12CModelRender15DestroyInstanceEt
Decompiled
undefined (2 params)
/* CModelRender::DestroyInstance(unsigned short) */
void __thiscall CModelRender::DestroyInstance(CModelRender *this,ushort param_1)
{
if (param_1 != 0xffff) {
(**(code **)(*g_pStudioRender + 0x7c))
(g_pStudioRender,*(undefined4 *)(*(int *)(this + 0xc) + 8 + (uint)param_1 * 0x108));
CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
::Unlink((CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
*)(this + 0xc),param_1);
*(undefined2 *)(*(int *)(this + 0xc) + 0x106 + (uint)param_1 * 0x108) =
*(undefined2 *)(this + 0x1c);
*(ushort *)(this + 0x1c) = param_1;
}
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.