CModelRender::CreateInstance
0x0018a070 · 283 bytes · __thiscall
_ZN12CModelRender14CreateInstanceEP17IClientRenderablePP20LightCacheHandle_t__
Decompiled
undefined (3 params)
/* CModelRender::CreateInstance(IClientRenderable*, LightCacheHandle_t__**) */
ushort __thiscall
CModelRender::CreateInstance
(CModelRender *this,IClientRenderable *param_1,LightCacheHandle_t__ **param_2)
{
ushort uVar1;
undefined4 uVar2;
undefined4 *puVar3;
undefined4 *puVar4;
int iVar5;
uint uVar6;
uVar2 = (**(code **)(*(int *)param_1 + 0x20))(param_1);
uVar1 = CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
::InsertBefore((CUtlLinkedList<CModelRender::ModelInstance_t,unsigned_short,false,unsigned_short,CUtlMemory<UtlLinkedListElem_t<CModelRender::ModelInstance_t,unsigned_short>,unsigned_short>>
*)(this + 0xc),0xffff);
uVar6 = (uint)uVar1;
puVar4 = (undefined4 *)(uVar6 * 0x108 + *(int *)(this + 0xc));
puVar4[1] = uVar2;
*puVar4 = param_1;
*(undefined2 *)((int)puVar4 + 0xfa) = 0;
puVar4[2] = 0;
puVar4[0x40] = 0;
puVar4[0x3d] = 0xc97423f0;
puVar4[0x3f] = 0;
iVar5 = 6;
puVar3 = puVar4;
do {
puVar3[0x1a] = 0;
puVar3[0x1b] = 0;
puVar3[0x1c] = 0;
iVar5 = iVar5 + -1;
puVar3 = puVar3 + 3;
} while (iVar5 != 0);
puVar4[0x1a] = 0x3f800000;
puVar4[0x2c] = 0;
puVar4[0x1d] = 0x3f800000;
puVar4[0x20] = 0x3f800000;
puVar4[0x23] = 0x3f800000;
puVar4[0x26] = 0x3f800000;
puVar4[0x29] = 0x3f800000;
if (param_2 != (LightCacheHandle_t__ **)0x0) {
(**(code **)(*(int *)this + 0x14))(this,uVar6,param_2);
ValidateStaticPropColorData(this,uVar1);
(**(code **)(*(int *)this + 0x34))(this,uVar6);
}
return uVar1;
}
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.