L L4D2node

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 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)