CMDLCacheNotify::OnDataLoaded
0x0019a200 · 278 bytes · __thiscall
_ZN15CMDLCacheNotify12OnDataLoadedE18MDLCacheDataType_tt
Decompiled
undefined (3 params)
/* CMDLCacheNotify::OnDataLoaded(MDLCacheDataType_t, unsigned short) */
void __thiscall CMDLCacheNotify::OnDataLoaded(CMDLCacheNotify *this,int param_2,ushort param_3)
{
model_t *pmVar1;
int iVar2;
Vector local_34 [12];
Vector local_28 [24];
pmVar1 = (model_t *)(**(code **)(*g_pMDLCache + 0x50))(g_pMDLCache,param_3);
if (pmVar1 != (model_t *)0x0) {
if (param_2 == 1) {
ComputeModelFlags(this,pmVar1,param_3);
return;
}
if (param_2 == 2) {
SetBoundsFromStudioHdr(this,pmVar1,param_3);
iVar2 = (**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,param_3);
if ((iVar2 != 0) && (*(undefined4 **)(iVar2 + 4) != (undefined4 *)0x0)) {
(**(code **)(*physcollision + 0x60))
(physcollision,local_34,local_28,**(undefined4 **)(iVar2 + 4),&vec3_origin,
&vec3_angle);
AddPointToBounds(local_34,(Vector *)(pmVar1 + 0x118),(Vector *)(pmVar1 + 0x124));
AddPointToBounds(local_28,(Vector *)(pmVar1 + 0x118),(Vector *)(pmVar1 + 0x124));
return;
}
}
else if (param_2 == 0) {
SetBoundsFromStudioHdr(this,pmVar1,param_3);
return;
}
}
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.