L L4D2node

CModelLoader::EndOfLoadingPurgeUnusedModels

0x0019c320 · 137 bytes · __thiscall

_ZN12CModelLoader29EndOfLoadingPurgeUnusedModelsEv

Decompiled

undefined (1 param)

/* CModelLoader::EndOfLoadingPurgeUnusedModels() */

void __thiscall CModelLoader::EndOfLoadingPurgeUnusedModels(CModelLoader *this)

{
  ushort uVar1;
  int iVar2;
  int iVar3;
  int iVar4;
  
  iVar3 = Host_GetServerCount();
  iVar4 = 0;
  uVar1 = *(ushort *)(this + 0x16);
  if (uVar1 != 0) {
    do {
      iVar2 = *(int *)(iVar4 * 0x10 + *(int *)(this + 8) + 0xc);
      if (((*(uint *)(iVar2 + 0x108) & 1) != 0) && (iVar3 != *(int *)(iVar2 + 0x10c))) {
        *(uint *)(iVar2 + 0x108) = *(uint *)(iVar2 + 0x108) & 0xffffffc1;
      }
      iVar4 = iVar4 + 1;
    } while (iVar4 < (int)(uint)uVar1);
  }
  UnloadAllModels(this,true,true);
  (**(code **)(*materials + 0x108))(materials,1);
  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)