L L4D2node

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 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)