L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)