L L4D2node

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 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)