L L4D2node

CModelLoader::Init

0x0019c3b0 · 104 bytes · __thiscall

_ZN12CModelLoader4InitEv

Decompiled

undefined (1 param)

/* CModelLoader::Init() */

void __thiscall CModelLoader::Init(CModelLoader *this)

{
  CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
  ::RemoveAll((CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
               *)(this + 4));
  *(undefined4 *)(this + 0x5c) = 0;
  CUtlMemory<model_t,int>::Purge((CUtlMemory<model_t,int> *)(this + 0x50));
  *(undefined4 *)(this + 100) = 0;
  this[0x198] = (CModelLoader)0x0;
  this[0x199] = (CModelLoader)0x0;
  g_bLoadedMapHasBakedPropLighting = 0;
  *(undefined4 *)(this + 0x60) = *(undefined4 *)(this + 0x50);
  CollisionBSPData_LinkPhysics();
  s_nMapSurfacesLoaded = 0;
  s_nMapEdgesLoaded = 0;
  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)