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 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.