L L4D2node

CModelLoader::Studio_LoadModel

0x0019ab80 · 772 bytes · __thiscall

_ZN12CModelLoader16Studio_LoadModelEP7model_tb

Decompiled

undefined (3 params)

/* CModelLoader::Studio_LoadModel(model_t*, bool) */

void __thiscall CModelLoader::Studio_LoadModel(CModelLoader *this,model_t *param_1,bool param_2)

{
  uint uVar1;
  code *pcVar2;
  int *piVar3;
  char cVar4;
  char cVar5;
  undefined2 uVar6;
  uint uVar7;
  undefined4 uVar8;
  undefined4 uVar9;
  int iVar10;
  int iVar11;
  longdouble lVar12;
  longdouble lVar13;
  undefined4 local_22c;
  undefined4 local_21c [131];
  
  if (*(int *)(mod_touchalldata._28_4_ + 0x30) == 0) {
    param_2 = false;
  }
  uVar1 = *(uint *)(param_1 + 0x108);
  *(uint *)(param_1 + 0x108) = uVar1 & 0xfffeffff | 1;
  uVar7 = uVar1 >> 0x10 & 1;
  cVar4 = (char)uVar7;
  if (uVar7 == 0) {
    uVar6 = (**(code **)(*g_pMDLCache + 0x18))(g_pMDLCache,param_1 + 4);
    piVar3 = g_pMDLCache;
    *(undefined2 *)(param_1 + 0x134) = uVar6;
    (**(code **)(*piVar3 + 0x4c))(piVar3,uVar6,param_1);
    InitStudioModelState(param_1);
  }
  uVar8 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
  if ((*(int *)(phys2_preload_models._28_4_ + 0x30) != 0) && (g_pPhysics2 != (int *)0x0)) {
    pcVar2 = *(code **)(*g_pPhysics2 + 0x70);
    uVar9 = (**(code **)(*g_pMDLCache + 0x60))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
    cVar5 = (*pcVar2)(g_pPhysics2,uVar9);
    if (cVar5 != '\0') {
      if (g_pPhysics2ResourceManager != (int *)0x0) {
        local_22c = (**(code **)(*g_pPhysics2ResourceManager + 0x58))(g_pPhysics2ResourceManager);
        (**(code **)(*g_pPhysics2ResourceManager + 0x54))(g_pPhysics2ResourceManager,param_1 + 4);
      }
                    /* try { // try from 0019ac9a to 0019ac9c has its CatchHandler @ 0019ae84 */
      (**(code **)(*g_pMDLCache + 0x34))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),1);
      if (g_pPhysics2ResourceManager != (int *)0x0) {
        (**(code **)(*g_pPhysics2ResourceManager + 0x54))(g_pPhysics2ResourceManager,local_22c);
      }
    }
  }
  if ((cVar4 == '\0') && (uVar1 != 0x10)) {
    lVar12 = (longdouble)Plat_FloatTime();
    (**(code **)(*g_pMDLCache + 0x78))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134),param_2);
    lVar13 = (longdouble)Plat_FloatTime();
    if (param_2 == false) {
      g_flAccumulatedModelLoadTimeVCollideAsync =
           ((double)lVar13 + g_flAccumulatedModelLoadTimeVCollideAsync) - (double)lVar12;
    }
    else {
      g_flAccumulatedModelLoadTimeVCollideSync =
           ((double)lVar13 + g_flAccumulatedModelLoadTimeVCollideSync) - (double)lVar12;
    }
  }
  lVar12 = (longdouble)Plat_FloatTime();
  iVar10 = (**(code **)(*g_pStudioRender + 0xa0))(g_pStudioRender,uVar8,0x80,local_21c);
  if (iVar10 < 1) {
    if (iVar10 == 0) goto LAB_0019ad2f;
  }
  else {
    iVar11 = 0;
    do {
      piVar3 = (int *)local_21c[iVar11];
      iVar11 = iVar11 + 1;
      (**(code **)(*piVar3 + 0x30))(piVar3);
    } while (iVar11 != iVar10);
  }
  *(uint *)(param_1 + 0x108) = *(uint *)(param_1 + 0x108) | 0x20000;
LAB_0019ad2f:
  lVar13 = (longdouble)Plat_FloatTime();
  g_flAccumulatedModelLoadTimeMaterialNamesOnly =
       (g_flAccumulatedModelLoadTimeMaterialNamesOnly - (double)lVar12) + (double)lVar13;
  if ((param_2 == false) && (cVar4 == '\0')) {
    return;
  }
  iVar10 = Host_GetServerCount();
  Mod_TouchAllData(param_1,iVar10);
  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)