CModelLoader::Print
0x001946f0 · 199 bytes · __thiscall
_ZN12CModelLoader5PrintEv
Decompiled
undefined (1 param)
/* CModelLoader::Print() */
void __thiscall CModelLoader::Print(CModelLoader *this)
{
int iVar1;
uint uVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
ConMsg("Models:\n");
uVar2 = (uint)*(ushort *)(this + 0x16);
iVar5 = 0;
if (uVar2 != 0) {
do {
while( true ) {
iVar1 = *(int *)(iVar5 * 0x10 + *(int *)(this + 8) + 0xc);
if (*(int *)(iVar1 + 0x110) != 0) break;
uVar3 = 0;
LAB_00194726:
iVar4 = iVar5 + 1;
ConMsg("%4d: Flags:0x%8.8x RefCount:%2d %s\n",iVar5,*(undefined4 *)(iVar1 + 0x108),uVar3,
iVar1 + 4);
iVar5 = iVar4;
if ((int)uVar2 <= iVar4) {
return;
}
}
if (*(int *)(iVar1 + 0x110) == 3) {
uVar3 = (**(code **)(*g_pMDLCache + 0x24))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134));
goto LAB_00194726;
}
iVar4 = iVar5 + 1;
ConMsg("%4d: Flags:0x%8.8x %s\n",iVar5,*(undefined4 *)(iVar1 + 0x108),iVar1 + 4);
iVar5 = iVar4;
} while (iVar4 < (int)uVar2);
}
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.