CModelLoader::ReloadFilesInList
0x00194330 · 504 bytes · __thiscall
_ZN12CModelLoader17ReloadFilesInListEP9IFileList
Decompiled
undefined (2 params)
/* CModelLoader::ReloadFilesInList(IFileList*) */
void __thiscall CModelLoader::ReloadFilesInList(CModelLoader *this,IFileList *param_1)
{
int iVar1;
int *piVar2;
char cVar3;
uint uVar4;
int iVar5;
int iVar6;
int iVar7;
int local_21c [131];
iVar6 = 0;
uVar4 = (uint)*(ushort *)(this + 0x16);
if (uVar4 == 0) {
return;
}
do {
while (((iVar1 = *(int *)(iVar6 * 0x10 + *(int *)(this + 8) + 0xc), *(int *)(iVar1 + 0x110) != 3
|| (cVar3 = (**(code **)(*(int *)this + 0x50))(this,iVar1), cVar3 == '\0')) ||
(*(int *)(iVar1 + 0x110) != 3))) {
LAB_00194358:
iVar6 = iVar6 + 1;
if ((int)uVar4 <= iVar6) {
return;
}
}
cVar3 = (*(code *)**(undefined4 **)param_1)(param_1,iVar1 + 4);
if (cVar3 == '\0') {
cVar3 = (**(code **)(*g_pMDLCache + 0x9c))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134),1);
if (((cVar3 != '\0') &&
(iVar5 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134)),
iVar5 != 0)) &&
(iVar5 = (**(code **)(*g_pStudioRender + 0xa0))(g_pStudioRender,iVar5,0x80,local_21c),
0 < iVar5)) {
iVar7 = 0;
do {
piVar2 = (int *)local_21c[iVar7];
if ((piVar2 != (int *)0x0) &&
(cVar3 = (**(code **)(*piVar2 + 0xd8))(piVar2), cVar3 != '\0')) {
(**(code **)(*g_pMDLCache + 0x5c))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134),2);
break;
}
iVar7 = iVar7 + 1;
} while (iVar7 != iVar5);
}
goto LAB_00194358;
}
(**(code **)(*g_pMDLCache + 0x5c))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134),0x7fffff7b);
piVar2 = g_pMDLCache;
(**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
/* try { // try from 001943fa to 00194414 has its CatchHandler @ 0019452d */
(**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134));
(**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134));
iVar6 = iVar6 + 1;
(**(code **)(*piVar2 + 0x6c))(piVar2);
if ((int)uVar4 <= iVar6) {
return;
}
} while( true );
}
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.