Mod_GetMaterialCount
0x0019caf0 · 268 bytes · __cdecl
_Z20Mod_GetMaterialCountP7model_t
Decompiled
undefined (1 param)
/* Mod_GetMaterialCount(model_t*) */
int Mod_GetMaterialCount(model_t *param_1)
{
byte *pbVar1;
int iVar2;
int iVar3;
int iVar4;
CUtlMemory<IMaterial*,int> *local_40;
IMaterial *local_34;
int *local_30;
undefined4 local_2c;
undefined4 local_28;
int local_24;
int *local_20;
if (*(int *)(param_1 + 0x110) != 1) {
return 0;
}
iVar4 = 0;
local_2c = 0x20;
local_28 = 0;
local_30 = malloc(0x80);
local_24 = 0;
local_20 = local_30;
if (0 < *(int *)(param_1 + 0x13c)) {
iVar3 = 0;
do {
pbVar1 = (byte *)((*(int *)(param_1 + 0x138) + iVar3) * 0x20 +
*(int *)(*(int *)(param_1 + 0x134) + 0x78));
if ((*pbVar1 & 0x10) == 0) {
local_34 = *(IMaterial **)
((uint)(*(ushort *)(pbVar1 + 0x16) >> 1) * 0x50 +
*(int *)(*(int *)(param_1 + 0x134) + 0x5c) + 0x4c);
if (iVar4 < 1) {
LAB_0019cba4:
/* try { // try from 0019cbb5 to 0019cbb9 has its CatchHandler @ 0019cc08 */
CUtlVector<IMaterial*,CUtlMemory<IMaterial*,int>>::InsertBefore
((CUtlVector<IMaterial*,CUtlMemory<IMaterial*,int>> *)&local_30,iVar4,&local_34)
;
iVar4 = local_24;
}
else if (local_34 != (IMaterial *)*local_30) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == iVar4) goto LAB_0019cba4;
} while (local_34 != (IMaterial *)local_30[iVar2]);
if (iVar2 < 0) goto LAB_0019cba4;
}
}
iVar3 = iVar3 + 1;
} while (iVar3 < *(int *)(param_1 + 0x13c));
}
local_40 = (CUtlMemory<IMaterial*,int> *)&local_30;
local_24 = 0;
CUtlMemory<IMaterial*,int>::Purge(local_40);
local_20 = local_30;
CUtlMemory<IMaterial*,int>::Purge(local_40);
return iVar4;
}
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.