CModelLoader::Map_LoadModel
0x0019dd00 · 216 bytes · __thiscall
_ZN12CModelLoader13Map_LoadModelEP7model_t
Decompiled
undefined (2 params)
/* CModelLoader::Map_LoadModel(model_t*) */
void __thiscall CModelLoader::Map_LoadModel(CModelLoader *this,model_t *param_1)
{
longdouble lVar1;
longdouble lVar2;
if (DAT_003b8088 != '\0') {
BeginWatchdogTimer(0xf0);
}
COM_TimestampedLog("Map_LoadModel: Start");
lVar1 = (longdouble)Plat_FloatTime();
*(model_t **)(this + 100) = param_1;
*(uint *)(param_1 + 0x108) = *(uint *)(param_1 + 0x108) | 1;
*(CModelLoader **)(param_1 + 0x134) = this + 0x68;
*(undefined2 *)(param_1 + 0x148) = 0;
*(undefined4 *)(param_1 + 0x110) = 1;
CMapLoadHelper::Init(param_1,(char *)(param_1 + 4));
Map_LoadModelGuts(this,param_1);
s_nMapLoadRecursion = s_nMapLoadRecursion + -1;
if (s_nMapLoadRecursion < 1) {
CMapLoadHelper::Shutdown();
}
lVar2 = (longdouble)Plat_FloatTime();
COM_TimestampedLog("Map_LoadModel: Finish - loading took %.4f seconds",
(double)lVar2 - (double)lVar1);
if (DAT_003b8088 == '\0') {
return;
}
EndWatchdogTimer();
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.