CModelInfo::IsUsingFBTexture
0x00193d20 · 401 bytes · __thiscall
_ZNK10CModelInfo16IsUsingFBTextureEPK7model_tiiPv
Decompiled
undefined (5 params)
/* CModelInfo::IsUsingFBTexture(model_t const*, int, int, void*) const */
undefined4 __thiscall
CModelInfo::IsUsingFBTexture
(CModelInfo *this,model_t *param_1,int param_2,int param_3,void *param_4)
{
int *piVar1;
int iVar2;
int *piVar3;
undefined4 uVar4;
int iVar5;
int local_21c [131];
if ((param_1 != (model_t *)0x0) && (((byte)param_1[0x115] & 1) != 0)) {
if (*(int *)(param_1 + 0x110) == 1) {
if (0 < *(int *)(param_1 + 0x13c)) {
iVar2 = 0;
do {
piVar3 = *(int **)((uint)(*(ushort *)
((*(int *)(param_1 + 0x138) + iVar2) * 0x20 +
*(int *)(*(int *)(param_1 + 0x134) + 0x78) + 0x16) >> 1) *
0x50 + *(int *)(*(int *)(param_1 + 0x134) + 0x5c) + 0x4c);
if ((piVar3 != (int *)0x0) &&
(uVar4 = (**(code **)(*piVar3 + 0x60))(piVar3,1), (char)uVar4 != '\0')) {
return uVar4;
}
iVar2 = iVar2 + 1;
} while (iVar2 < *(int *)(param_1 + 0x13c));
}
}
else if (*(int *)(param_1 + 0x110) == 3) {
iVar2 = (**(code **)(*g_pStudioRender + 0xa4))
(g_pStudioRender,*(undefined2 *)(param_1 + 0x134),param_2,param_3,0x80,
local_21c);
if (0 < iVar2) {
iVar5 = 0;
do {
if (local_21c[iVar5] != 0) {
piVar3 = (int *)(**(code **)(*g_pMaterialSystem + 0x180))(g_pMaterialSystem);
if (piVar3 != (int *)0x0) {
/* try { // try from 00193dd2 to 00193dd4 has its CatchHandler @ 00193ee1 */
(**(code **)(*piVar3 + 8))(piVar3);
}
/* try { // try from 00193de8 to 00193dfd has its CatchHandler @ 00193ec7 */
(**(code **)(*piVar3 + 0x24))(piVar3,local_21c[iVar5],param_4);
piVar1 = (int *)local_21c[iVar5];
uVar4 = (**(code **)(*piVar1 + 0x60))(piVar1,1);
if ((char)uVar4 != '\0') {
(**(code **)(*piVar3 + 0xc))(piVar3);
(**(code **)(*piVar3 + 4))(piVar3);
return uVar4;
}
(**(code **)(*piVar3 + 0xc))(piVar3);
(**(code **)(*piVar3 + 4))(piVar3);
}
iVar5 = iVar5 + 1;
} while (iVar5 != iVar2);
}
}
}
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.