L L4D2node

CModelLoader::Map_UnloadCubemapSamples

0x0019a6f0 · 79 bytes · __thiscall

_ZN12CModelLoader24Map_UnloadCubemapSamplesEP7model_t

Decompiled

undefined (2 params)

/* CModelLoader::Map_UnloadCubemapSamples(model_t*) */

void __thiscall CModelLoader::Map_UnloadCubemapSamples(CModelLoader *this,model_t *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = 0;
  iVar2 = *(int *)(param_1 + 0x134);
  if (0 < *(int *)(iVar2 + 0xd8)) {
    do {
      iVar4 = iVar3 + 1;
      piVar1 = *(int **)(*(int *)(iVar2 + 0xd4) + iVar3 * 0x14 + 0xc);
      (**(code **)(*piVar1 + 0x2c))(piVar1);
      iVar2 = *(int *)(param_1 + 0x134);
      iVar3 = iVar4;
    } while (iVar4 < *(int *)(iVar2 + 0xd8));
  }
  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)