CModelLoader::AllocateLightstyles
0x0019c480 · 119 bytes · __thiscall
_ZN12CModelLoader19AllocateLightstylesEP7model_tPhi
Decompiled
undefined (4 params)
/* CModelLoader::AllocateLightstyles(model_t*, unsigned char*, int) */
void __thiscall
CModelLoader::AllocateLightstyles(CModelLoader *this,model_t *param_1,uchar *param_2,int param_3)
{
undefined2 uVar1;
int iVar2;
uchar *puVar3;
puVar3 = param_2 + param_3;
iVar2 = *(int *)(this + 0x1a8);
uVar1 = (undefined2)iVar2;
if (0 < param_3) {
while( true ) {
CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>>::InsertBefore
((CUtlVector<unsigned_char,CUtlMemory<unsigned_char,int>> *)(this + 0x19c),iVar2,
param_2);
if (param_2 + 1 == puVar3) break;
iVar2 = *(int *)(this + 0x1a8);
param_2 = param_2 + 1;
}
}
*(undefined2 *)(param_1 + 0x146) = (undefined2)param_3;
*(undefined2 *)(param_1 + 0x144) = uVar1;
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.