L L4D2node

CModelLoader::UnloadModel

0x0019c100 · 204 bytes · __thiscall

_ZN12CModelLoader11UnloadModelEP7model_t

Decompiled

undefined (2 params)

/* CModelLoader::UnloadModel(model_t*) */

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

{
  int iVar1;
  int in_GS_OFFSET;
  model_t local_114 [260];
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  iVar1 = *(int *)(param_1 + 0x110);
  if (iVar1 == 2) {
    Sprite_UnloadModel(this,param_1);
  }
  else if (iVar1 == 3) {
    Studio_UnloadModel(this,param_1);
  }
  else if (iVar1 == 1) {
    Map_UnloadModel(this,param_1);
    (**(code **)(*(int *)g_pStringTableDictionary + 4))(g_pStringTableDictionary);
    if (param_1 + 4 != local_114) {
      V_strncpy((char *)local_114,(char *)(param_1 + 4),0x104);
    }
    (**(code **)(*g_pFileSystem + 0x20))(g_pFileSystem,local_114,&DAT_002a076d);
  }
  if (local_10 == *(int *)(in_GS_OFFSET + 0x14)) {
    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)