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 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.