CModelInfo::GetModelFrameCount
0x00193250 · 127 bytes · __thiscall
_ZNK10CModelInfo18GetModelFrameCountEPK7model_t
Decompiled
undefined (2 params)
/* CModelInfo::GetModelFrameCount(model_t const*) const */
int __thiscall CModelInfo::GetModelFrameCount(CModelInfo *this,model_t *param_1)
{
int iVar1;
int iVar2;
int iVar3;
if (param_1 != (model_t *)0x0) {
if (*(int *)(param_1 + 0x110) == 2) {
return *(int *)(param_1 + 0x134);
}
if ((*(int *)(param_1 + 0x110) == 3) &&
(iVar1 = (**(code **)(*(int *)modelloader + 0x14))(modelloader,param_1), iVar1 != 0)) {
if (0 < *(int *)(iVar1 + 0xe8)) {
iVar3 = 0;
iVar2 = 1;
do {
iVar2 = iVar2 * *(int *)(*(int *)(iVar1 + 0xec) + iVar1 + 4 + iVar3);
iVar3 = iVar3 + 0x10;
} while (iVar3 != *(int *)(iVar1 + 0xe8) << 4);
if (0 < iVar2) {
return iVar2;
}
}
}
}
return 1;
}
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.