L L4D2node

InitStudioModelState

0x0019a330 · 316 bytes · __cdecl

_Z20InitStudioModelStateP7model_t

Decompiled

undefined (1 param)

/* InitStudioModelState(model_t*) */

void InitStudioModelState(model_t *param_1)

{
  char cVar1;
  
  cVar1 = (**(code **)(*g_pMDLCache + 0x9c))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),0);
  if (cVar1 != '\0') {
    CMDLCacheNotify::OnDataLoaded
              ((CMDLCacheNotify *)&s_MDLCacheNotify,0,*(undefined2 *)(param_1 + 0x134));
  }
  cVar1 = (**(code **)(*g_pMDLCache + 0x9c))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),1);
  if (cVar1 != '\0') {
    CMDLCacheNotify::OnDataLoaded
              ((CMDLCacheNotify *)&s_MDLCacheNotify,1,*(undefined2 *)(param_1 + 0x134));
  }
  cVar1 = (**(code **)(*g_pMDLCache + 0x9c))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),2);
  if (cVar1 != '\0') {
    CMDLCacheNotify::OnDataLoaded
              ((CMDLCacheNotify *)&s_MDLCacheNotify,2,*(undefined2 *)(param_1 + 0x134));
  }
  cVar1 = (**(code **)(*g_pMDLCache + 0x9c))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),3);
  if (cVar1 != '\0') {
    CMDLCacheNotify::OnDataLoaded
              ((CMDLCacheNotify *)&s_MDLCacheNotify,3,*(undefined2 *)(param_1 + 0x134));
  }
  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)