L L4D2node

CModelLoader::Map_LoadDisplacements

0x00195650 · 116 bytes · __thiscall

_ZN12CModelLoader21Map_LoadDisplacementsEP7model_tb

Decompiled

undefined (3 params)

/* CModelLoader::Map_LoadDisplacements(model_t*, bool) */

void __thiscall
CModelLoader::Map_LoadDisplacements(CModelLoader *this,model_t *param_1,bool param_2)

{
  if (param_1 != (model_t *)0x0) {
    V_FileBase((char *)(param_1 + 4),(char *)(this + 0x158),0x40);
    CMapLoadHelper::Init(param_1,(char *)(param_1 + 4));
    DispInfo_LoadDisplacements(param_1,param_2);
    s_nMapLoadRecursion = s_nMapLoadRecursion + -1;
    if (s_nMapLoadRecursion < 1) {
      CMapLoadHelper::Shutdown();
      return;
    }
  }
  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)