L L4D2node

CModelLoader::Map_UnloadModel

0x0019c030 · 205 bytes · __thiscall

_ZN12CModelLoader15Map_UnloadModelEP7model_t

Decompiled

undefined (2 params)

/* CModelLoader::Map_UnloadModel(model_t*) */

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

{
  int iVar1;
  int iVar2;
  
  *(uint *)(param_1 + 0x108) = *(uint *)(param_1 + 0x108) & 0xfffffffe;
  if ((this != (CModelLoader *)0xffffff98) && (*(void **)(this + 0xfc) != (void *)0x0)) {
    if (g_bHunkAllocLightmaps == '\0') {
      free(*(void **)(this + 0xfc));
    }
    *(undefined4 *)(this + 0xfc) = 0;
  }
  Map_UnloadCubemapSamples(this,param_1);
  if (*(void **)(this + 0xd4) != (void *)0x0) {
    DispInfo_DeleteArray(*(void **)(this + 0xd4));
    *(undefined4 *)(this + 0xd4) = 0;
  }
  iVar1 = 0;
  iVar2 = 0;
  if (0 < *(int *)(this + 0xc0)) {
    do {
      if (iVar1 + *(int *)(this + 0xc4) != 0) {
        GL_UnloadMaterial(*(IMaterial **)(iVar1 + *(int *)(this + 0xc4) + 0x4c));
      }
      iVar2 = iVar2 + 1;
      iVar1 = iVar1 + 0x50;
    } while (iVar2 < *(int *)(this + 0xc0));
  }
  MaterialSystem_DestroySortinfo();
  ClearWorldModel(this);
                    /* WARNING: Could not recover jumptable at 0x0019c0ee. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x38))();
  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)