CGameServer::GetModel
0x0020a2d0 · 177 bytes · __thiscall
_ZN11CGameServer8GetModelEi
Decompiled
undefined (2 params)
/* CGameServer::GetModel(int) */
model_t * __thiscall CGameServer::GetModel(CGameServer *this,int param_1)
{
int *piVar1;
int iVar2;
model_t *pmVar3;
undefined4 uVar4;
if ((0 < param_1) && (piVar1 = *(int **)(this + 0x2d364), piVar1 != (int *)0x0)) {
iVar2 = (**(code **)(*piVar1 + 0x10))(piVar1);
if (param_1 < iVar2) {
pmVar3 = (model_t *)CPrecacheItem::GetModel((CPrecacheItem *)(this + param_1 * 8 + 0x264));
if (pmVar3 == (model_t *)0x0) {
uVar4 = (**(code **)(**(int **)(this + 0x2d364) + 0x28))(*(int **)(this + 0x2d364),param_1);
if (*(int *)(host_showcachemiss._28_4_ + 0x30) != 0) {
ConDMsg("server model cache miss on %s\n",uVar4);
}
pmVar3 = (model_t *)(**(code **)(*(int *)modelloader + 0x1c))(modelloader,uVar4,2);
CPrecacheItem::SetModel((CPrecacheItem *)(this + param_1 * 8 + 0x264),pmVar3);
}
return pmVar3;
}
}
return (model_t *)0x0;
}
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.