CModelInfo::GetVCollide
0x00193800 · 162 bytes · __thiscall
_ZNK10CModelInfo11GetVCollideEPK7model_t
Decompiled
undefined (2 params)
/* CModelInfo::GetVCollide(model_t const*) const */
undefined4 __thiscall CModelInfo::GetVCollide(CModelInfo *this,model_t *param_1)
{
code *pcVar1;
undefined4 uVar2;
int iVar3;
longdouble lVar4;
longdouble lVar5;
if (param_1 != (model_t *)0x0) {
if (*(int *)(param_1 + 0x110) == 3) {
lVar4 = (longdouble)Plat_FloatTime();
uVar2 = (**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
lVar5 = (longdouble)Plat_FloatTime();
g_flAccumulatedModelLoadTimeVCollideSync =
((double)lVar5 + g_flAccumulatedModelLoadTimeVCollideSync) - (double)lVar4;
return uVar2;
}
pcVar1 = *(code **)(*(int *)this + 0xc);
uVar2 = (**(code **)(*(int *)this + 0x10))(this,param_1);
iVar3 = (*pcVar1)(this,uVar2);
if (-1 < iVar3) {
/* WARNING: Could not recover jumptable at 0x0019384e. Too many branches */
/* WARNING: Treating indirect jump as call */
uVar2 = (**(code **)(*(int *)this + 0x18))();
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.