CModelLoader::Studio_UnloadModel
0x0019aeb0 · 182 bytes · __thiscall
_ZN12CModelLoader18Studio_UnloadModelEP7model_t
Decompiled
undefined (2 params)
/* CModelLoader::Studio_UnloadModel(model_t*) */
void __thiscall CModelLoader::Studio_UnloadModel(CModelLoader *this,model_t *param_1)
{
IMaterial *pIVar1;
int iVar2;
uint uVar3;
int iVar4;
IMaterial *local_21c [131];
uVar3 = *(uint *)(param_1 + 0x108);
if ((uVar3 & 0x20000) != 0) {
iVar2 = Mod_GetModelMaterials(param_1,0x80,local_21c);
if (0 < iVar2) {
iVar4 = 0;
do {
pIVar1 = local_21c[iVar4];
iVar4 = iVar4 + 1;
(**(code **)(*(int *)pIVar1 + 0x34))(pIVar1);
} while (iVar4 != iVar2);
}
uVar3 = *(uint *)(param_1 + 0x108) & 0xfffdffff;
}
*(uint *)(param_1 + 0x108) = uVar3 & 0xfffefffe;
(**(code **)(*g_pMDLCache + 0x20))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
*(undefined2 *)(param_1 + 0x134) = 0xffff;
*(undefined4 *)(param_1 + 0x110) = 0;
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.