CPropData::GetRandomChunkModel
0x00498d60 · 207 bytes · __thiscall
_ZN9CPropData19GetRandomChunkModelEPKci
Decompiled
undefined (3 params)
/* CPropData::GetRandomChunkModel(char const*, int) */
undefined1 * __thiscall CPropData::GetRandomChunkModel(CPropData *this,char *param_1,int param_2)
{
size_t sVar1;
int iVar2;
int iVar3;
undefined1 *puVar4;
char *pcVar5;
int iVar6;
int local_20;
if (this[0x10] != (CPropData)0x0) {
iVar3 = *(int *)(this + 0x20);
if (iVar3 < 1) {
if (iVar3 != 0) {
local_20 = 0;
LAB_00498dd5:
iVar3 = *(int *)(*(int *)(this + 0x14) + 0x10 + local_20) + -1;
if ((param_2 != -1) && (param_2 < iVar3)) {
iVar3 = param_2;
}
iVar3 = RandomInt(0,iVar3);
puVar4 = *(undefined1 **)(*(int *)(*(int *)(this + 0x14) + 4 + local_20) + iVar3 * 4);
if (puVar4 == (undefined1 *)0x0) {
puVar4 = &DAT_00d539c2;
}
return puVar4;
}
}
else {
iVar6 = 0;
do {
sVar1 = strlen(param_1);
local_20 = iVar6 * 0x18;
pcVar5 = *(char **)(*(int *)(this + 0x14) + iVar6 * 0x18);
if (pcVar5 == (char *)0x0) {
pcVar5 = "";
}
iVar2 = V_strncmp(pcVar5,param_1,sVar1);
if (iVar2 == 0) goto LAB_00498dd5;
iVar6 = iVar6 + 1;
} while (iVar6 != iVar3);
}
}
return (undefined1 *)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.