CModelLoader::UnreferenceAllModels
0x001942e0 · 77 bytes · __thiscall
_ZN12CModelLoader20UnreferenceAllModelsEN12IModelLoader13REFERENCETYPEE
Decompiled
undefined (2 params)
/* CModelLoader::UnreferenceAllModels(IModelLoader::REFERENCETYPE) */
void __thiscall CModelLoader::UnreferenceAllModels(CModelLoader *this,undefined4 param_2)
{
ushort uVar1;
int iVar2;
int iVar3;
iVar2 = 0;
uVar1 = *(ushort *)(this + 0x16);
if (uVar1 != 0) {
do {
iVar3 = iVar2 + 1;
(**(code **)(*(int *)this + 0x24))
(this,*(undefined4 *)(iVar2 * 0x10 + *(int *)(this + 8) + 0xc),param_2);
iVar2 = iVar3;
} while (iVar3 < (int)(uint)uVar1);
}
return;
}
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.