L L4D2node

CModelLoader::Sprite_UnloadModel

0x0019aab0 · 203 bytes · __thiscall

_ZN12CModelLoader18Sprite_UnloadModelEP7model_t

Decompiled

undefined (2 params)

/* CModelLoader::Sprite_UnloadModel(model_t*) */

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

{
  int iVar1;
  char cVar2;
  IMaterial *pIVar3;
  int in_GS_OFFSET;
  bool *in_stack_fffffec8;
  undefined1 local_116;
  bool local_115;
  char local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  *(uint *)(param_1 + 0x108) = *(uint *)(param_1 + 0x108) & 0xfffffffe;
  BuildSpriteLoadName((char *)(param_1 + 4),local_114,(int)&local_116,&local_115,in_stack_fffffec8);
  pIVar3 = (IMaterial *)(**(code **)(*materials + 0x11c))(materials,local_114,"Other textures",1,0);
  if (pIVar3 != (IMaterial *)0x0) {
    cVar2 = (**(code **)(*(int *)pIVar3 + 0xa8))(pIVar3);
    if (cVar2 == '\0') {
      GL_UnloadMaterial(pIVar3);
    }
  }
  if (*(void **)(param_1 + 0x140) != (void *)0x0) {
    operator_delete__(*(void **)(param_1 + 0x140));
  }
  iVar1 = *(int *)(in_GS_OFFSET + 0x14);
  *(undefined4 *)(param_1 + 0x140) = 0;
  *(undefined4 *)(param_1 + 0x134) = 0;
  if (local_10 == iVar1) {
    return;
  }
                    /* WARNING: Subroutine does not return */
  __stack_chk_fail();
}

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)