Mod_ComputeTranslucencyType
0x00199e50 · 270 bytes · __cdecl
_Z27Mod_ComputeTranslucencyTypeP7model_tii
Decompiled
undefined (3 params)
/* Mod_ComputeTranslucencyType(model_t*, int, int) */
int Mod_ComputeTranslucencyType(model_t *param_1,int param_2,int param_3)
{
int *piVar1;
char cVar2;
int iVar3;
int iVar4;
int iVar5;
int local_21c [131];
iVar3 = 1;
iVar4 = *(int *)(param_1 + 0x110);
if (iVar4 != 2) {
if (iVar4 == 3) {
iVar4 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
if ((*(byte *)(iVar4 + 0x98) & 4) == 0) {
iVar3 = (**(code **)(*g_pStudioRender + 0xa4))
(g_pStudioRender,*(undefined2 *)(param_1 + 0x134),param_2,param_3,0x80,
local_21c);
if (0 < iVar3) {
iVar5 = 0;
while ((piVar1 = (int *)local_21c[iVar5], piVar1 == (int *)0x0 ||
(cVar2 = (**(code **)(*piVar1 + 0x44))(piVar1), cVar2 == '\0'))) {
iVar5 = iVar5 + 1;
if (iVar5 == iVar3) {
return 0;
}
}
return 2 - (uint)((*(uint *)(iVar4 + 0x98) & 8) == 0);
}
}
}
else if (iVar4 == 1) {
if ((*(uint *)(param_1 + 0x114) & 2) == 0) {
return 0;
}
return 2 - (uint)((*(uint *)(param_1 + 0x114) & 8) == 0);
}
iVar3 = 0;
}
return iVar3;
}
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.