CStaticPropMgr::DrawStaticProps_FastPipeline
0x001e64d0 · 302 bytes · __thiscall
_ZN14CStaticPropMgr28DrawStaticProps_FastPipelineEPP17IClientRenderablePK20RenderableInstance_tib
Decompiled
undefined (5 params)
/* WARNING: Type propagation algorithm not settling */
/* CStaticPropMgr::DrawStaticProps_FastPipeline(IClientRenderable**, RenderableInstance_t const*,
int, bool) */
void __thiscall
CStaticPropMgr::DrawStaticProps_FastPipeline
(CStaticPropMgr *this,IClientRenderable **param_1,RenderableInstance_t *param_2,
int param_3,bool param_4)
{
IClientRenderable *pIVar1;
int iVar2;
int local_a020;
int local_a01c [4];
undefined2 uStack_a00c;
IClientRenderable aIStack_a00a [40954];
if (param_3 < 0x801) {
local_a020 = 0;
if (param_3 < 1) goto LAB_001e6596;
}
else {
DrawStaticProps_FastPipeline(this,param_1 + 0x800,param_2,param_3 + -0x800,param_4);
param_3 = 0x800;
}
iVar2 = 0;
local_a020 = 0;
do {
pIVar1 = param_1[iVar2] + -4;
if (param_1[iVar2] == (IClientRenderable *)0x0) {
pIVar1 = (IClientRenderable *)0x0;
}
if (*(int *)(pIVar1 + 0x28) != 0) {
local_a01c[local_a020 * 5] = (int)(pIVar1 + 0x6c);
local_a01c[local_a020 * 5 + 1] = *(int *)(pIVar1 + 0x28);
(&uStack_a00c)[local_a020 * 10] = *(undefined2 *)(pIVar1 + 0x2e);
aIStack_a00a[local_a020 * 0x14] = pIVar1[0x3a];
local_a01c[local_a020 * 5 + 3] = (int)(pIVar1 + 0xb8);
local_a01c[local_a020 * 5 + 2] = (int)(pIVar1 + 4);
aIStack_a00a[local_a020 * 0x14 + 1] = *(IClientRenderable *)(param_2 + iVar2);
local_a020 = local_a020 + 1;
}
iVar2 = iVar2 + 1;
} while (iVar2 < param_3);
LAB_001e6596:
(**(code **)(*(int *)modelrender + 0x54))(modelrender,local_a01c,local_a020,param_4);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.