CModelInfo::GetVCollide
0x001935a0 · 164 bytes · __thiscall
_ZNK10CModelInfo11GetVCollideEi
Decompiled
undefined (2 params)
/* CModelInfo::GetVCollide(int) const */
undefined4 __thiscall CModelInfo::GetVCollide(CModelInfo *this,int param_1)
{
int iVar1;
undefined4 uVar2;
longdouble lVar3;
longdouble lVar4;
if (param_1 < 0x800) {
iVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
if ((iVar1 == 0) || (*(int *)(iVar1 + 0x110) == 1)) {
uVar2 = CM_GetVCollide(param_1 + -1);
return uVar2;
}
if (*(int *)(iVar1 + 0x110) == 3) {
lVar3 = (longdouble)Plat_FloatTime();
uVar2 = (**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134));
lVar4 = (longdouble)Plat_FloatTime();
g_flAccumulatedModelLoadTimeVCollideSync =
((double)lVar4 + g_flAccumulatedModelLoadTimeVCollideSync) - (double)lVar3;
return uVar2;
}
}
return 0;
}
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.