L L4D2node

Mod_TouchAllData

0x00199b80 · 312 bytes · __cdecl

_Z16Mod_TouchAllDataP7model_ti

Decompiled

undefined (2 params)

/* Mod_TouchAllData(model_t*, int) */

void Mod_TouchAllData(model_t *param_1,int param_2)

{
  uint uVar1;
  int *piVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  longdouble lVar6;
  longdouble lVar7;
  
  lVar6 = (longdouble)Plat_FloatTime();
  piVar2 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
                    /* try { // try from 00199bc1 to 00199bca has its CatchHandler @ 00199cbd */
  iVar3 = (**(code **)(*g_pMDLCache + 0x3c))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
  lVar7 = (longdouble)Plat_FloatTime();
  g_flAccumulatedModelLoadTimeVirtualModel =
       (g_flAccumulatedModelLoadTimeVirtualModel - (double)lVar6) + (double)lVar7;
  if (((iVar3 == 0) || (param_2 < 1)) || (*(int *)(iVar3 + 100) < 2)) {
    iVar3 = *(int *)(mod_forcetouchdata._28_4_ + 0x30);
  }
  else {
    iVar5 = 1;
    do {
                    /* try { // try from 00199c4b to 00199ca8 has its CatchHandler @ 00199cbd */
      iVar4 = (**(code **)(*g_pMDLCache + 0x50))
                        (g_pMDLCache,*(undefined2 *)(iVar5 * 0x90 + *(int *)(iVar3 + 0x58)));
      if (iVar4 != 0) {
        uVar1 = *(uint *)(param_1 + 0x108);
        *(int *)(iVar4 + 0x10c) = param_2;
        *(uint *)(iVar4 + 0x108) = uVar1 & 0x3e | *(uint *)(iVar4 + 0x108) & 0xfffeffff | 1;
      }
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(iVar3 + 100));
    iVar3 = *(int *)(mod_forcetouchdata._28_4_ + 0x30);
  }
  if (iVar3 == 0) {
                    /* WARNING: Could not recover jumptable at 0x00199c19. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    (**(code **)(*piVar2 + 0x6c))();
    return;
  }
  (**(code **)(*g_pMDLCache + 0x48))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
                    /* WARNING: Could not recover jumptable at 0x00199cbb. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar2 + 0x6c))();
  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)