L L4D2node

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 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)