L L4D2node

Mod_GetModelMaterials

0x00199f80 · 216 bytes · __cdecl

_Z21Mod_GetModelMaterialsP7model_tiPP9IMaterial

Decompiled

undefined (3 params)

/* Mod_GetModelMaterials(model_t*, int, IMaterial**) */

int Mod_GetModelMaterials(model_t *param_1,int param_2,IMaterial **param_3)

{
  IMaterial *pIVar1;
  undefined4 uVar2;
  int iVar3;
  int iVar4;
  byte *pbVar5;
  int iVar6;
  
  if (*(int *)(param_1 + 0x110) == 1) {
    if (0 < *(int *)(param_1 + 0x13c)) {
      iVar4 = 0;
      iVar3 = 0;
      do {
        pbVar5 = (byte *)((*(int *)(param_1 + 0x138) + iVar4) * 0x20 +
                         *(int *)(*(int *)(param_1 + 0x134) + 0x78));
        if ((*pbVar5 & 0x10) == 0) {
          pIVar1 = *(IMaterial **)
                    ((uint)(*(ushort *)(pbVar5 + 0x16) >> 1) * 0x50 +
                     *(int *)(*(int *)(param_1 + 0x134) + 0x5c) + 0x4c);
          iVar6 = iVar3;
          do {
            iVar6 = iVar6 + -1;
            if (iVar6 < 0) {
              param_3[iVar3] = pIVar1;
              iVar3 = iVar3 + 1;
              break;
            }
          } while (param_3[iVar6] != pIVar1);
          if (param_2 <= iVar3) {
            return iVar3;
          }
        }
        iVar4 = iVar4 + 1;
        if (*(int *)(param_1 + 0x13c) <= iVar4) {
          return iVar3;
        }
      } while( true );
    }
  }
  else if (*(int *)(param_1 + 0x110) == 3) {
    uVar2 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
    iVar3 = (**(code **)(*g_pStudioRender + 0xa0))(g_pStudioRender,uVar2,param_2,param_3);
    return iVar3;
  }
  return 0;
}

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)