CModelLoader::UnloadAllModels
0x0019c1e0 · 201 bytes · __thiscall
_ZN12CModelLoader15UnloadAllModelsEbb
Decompiled
undefined (3 params)
/* CModelLoader::UnloadAllModels(bool, bool) */
void __thiscall CModelLoader::UnloadAllModels(CModelLoader *this,bool param_1,bool param_2)
{
model_t *pmVar1;
uint uVar2;
int iVar3;
int iVar4;
iVar3 = 1;
iVar4 = *(ushort *)(this + 0x16) + 1;
if (*(ushort *)(this + 0x16) != 0) {
do {
while( true ) {
pmVar1 = *(model_t **)((iVar3 + 0xfffffff) * 0x10 + *(int *)(this + 8) + 0xc);
uVar2 = *(uint *)(pmVar1 + 0x108);
if (!param_1) break;
if ((uVar2 & 0x3e) == 0) goto LAB_0019c251;
if ((param_2) && (*(int *)(pmVar1 + 0x110) == 3)) {
(**(code **)(*g_pMDLCache + 0x90))(g_pMDLCache,*(undefined2 *)(pmVar1 + 0x134));
}
LAB_0019c228:
iVar3 = iVar3 + 1;
if (iVar3 == iVar4) {
return;
}
}
uVar2 = uVar2 & 0xffffffc1;
*(uint *)(pmVar1 + 0x108) = uVar2;
LAB_0019c251:
if ((uVar2 & 0x10001) == 0) goto LAB_0019c228;
iVar3 = iVar3 + 1;
UnloadModel(this,pmVar1);
} while (iVar3 != iVar4);
}
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.