CStaticProp::GetClientModelRenderable
0x001e4e00 · 227 bytes · __thiscall
_ZN11CStaticProp24GetClientModelRenderableEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CStaticProp::GetClientModelRenderable() */
CStaticProp * __thiscall CStaticProp::GetClientModelRenderable(CStaticProp *this)
{
char cVar1;
int iVar2;
undefined1 *puVar3;
if ((((*(int *)(r_drawstaticprops._28_4_ + 0x30) != 1) ||
(-1 < *(int *)(r_DrawSpecificStaticProp._28_4_ + 0x30))) ||
(*(int *)(r_colorstaticprops._28_4_ + 0x30) != 0)) ||
(((*(int *)(r_staticpropinfo._28_4_ + 0x30) != 0 ||
(*(int *)(mat_fullbright._28_4_ + 0x30) != 0)) ||
(*(int *)(r_drawmodellightorigin._28_4_ + 0x30) != 0)))) {
return (CStaticProp *)0x0;
}
cVar1 = ConVar::IsFlagSet((ConVar *)sv_hosting_lobby,2);
if (cVar1 == '\0') {
puVar3 = sv_cheats;
LAB_001e4ea0:
if (*(int *)(*(int *)(puVar3 + 0x1c) + 0x30) == 0) goto LAB_001e4eaa;
}
else {
if ((g_pMatchFramework == (int *)0x0) ||
(iVar2 = (**(code **)(*g_pMatchFramework + 0x24))(g_pMatchFramework), iVar2 == 0)) {
puVar3 = sv_cheats;
}
else {
puVar3 = (undefined1 *)0x0;
}
if (((DAT_003b80d0 == 0 && _DAT_003b80cc == 0) &&
(*(int *)(sv_hosting_lobby._28_4_ + 0x30) == 0)) && (puVar3 != (undefined1 *)0x0))
goto LAB_001e4ea0;
LAB_001e4eaa:
cVar1 = Cmd_IsRptActive();
if (cVar1 == '\0') goto LAB_001e4ec3;
}
if (*(int *)(mat_wireframe._28_4_ + 0x30) != 0) {
return (CStaticProp *)0x0;
}
LAB_001e4ec3:
if (*(int *)(r_drawmodelstatsoverlay._28_4_ + 0x30) != 0) {
return (CStaticProp *)0x0;
}
return this + 0xc;
}
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.