L L4D2node

CModelRender::UnlockCacheCacheHandleArray

0x0018a1f0 · 64 bytes · __thiscall

_ZN12CModelRender27UnlockCacheCacheHandleArrayEiPP13memhandle_t__

Decompiled

undefined (3 params)

/* CModelRender::UnlockCacheCacheHandleArray(int, memhandle_t__**) */

void __thiscall
CModelRender::UnlockCacheCacheHandleArray(CModelRender *this,int param_1,memhandle_t__ **param_2)

{
  int iVar1;
  
  iVar1 = 0;
  if (0 < param_1) {
    do {
      if (param_2[iVar1] != (memhandle_t__ *)0x0) {
        (**(code **)(**(int **)(this + 8) + 0x2c))(*(int **)(this + 8),param_2[iVar1]);
      }
      iVar1 = iVar1 + 1;
    } while (iVar1 != 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)