CStudioHdr::ResetVModel
0x0059d140 · 303 bytes · __thiscall
_ZNK10CStudioHdr11ResetVModelEPK14virtualmodel_t
Decompiled
undefined (2 params)
/* WARNING: Variable defined which should be unmapped: param_1 */
/* CStudioHdr::ResetVModel(virtualmodel_t const*) const */
virtualmodel_t * __thiscall CStudioHdr::ResetVModel(CStudioHdr *this,virtualmodel_t *param_1)
{
int iVar1;
int iVar2;
void *pvVar3;
int iVar4;
if (param_1 == (virtualmodel_t *)0x0) {
*(undefined4 *)(this + 4) = 0;
return (virtualmodel_t *)0x0;
}
*(virtualmodel_t **)(this + 4) = param_1;
iVar4 = *(int *)(param_1 + 100);
*(undefined4 *)(this + 0x14) = 0;
if (iVar4 == 0) {
return param_1;
}
iVar2 = *(int *)(this + 0xc);
if (iVar2 < iVar4) {
iVar1 = *(int *)(this + 0x10);
if (iVar1 < 0) goto LAB_0059d17f;
if (iVar1 == 0) {
if (iVar2 == 0) {
if (iVar4 < 9) {
iVar2 = 8;
goto LAB_0059d1df;
}
iVar2 = 8;
}
do {
iVar2 = iVar2 * 2;
} while (iVar2 < iVar4);
}
else {
for (iVar2 = ((iVar4 + -1) / iVar1 + 1) * iVar1; iVar2 < iVar4; iVar2 = (iVar2 + iVar4) / 2) {
}
}
LAB_0059d1df:
*(int *)(this + 0xc) = iVar2;
if (*(void **)(this + 8) != (void *)0x0) {
pvVar3 = realloc(*(void **)(this + 8),iVar2 << 2);
iVar1 = *(int *)(this + 0x14);
*(void **)(this + 8) = pvVar3;
*(void **)(this + 0x18) = pvVar3;
iVar2 = iVar4 + iVar1;
*(int *)(this + 0x14) = iVar2;
if ((0 < iVar4) && (0 < iVar1)) {
_V_memmove((void *)((int)pvVar3 + iVar4 * 4),pvVar3,iVar1 << 2);
iVar2 = *(int *)(this + 0x14);
}
goto LAB_0059d188;
}
pvVar3 = malloc(iVar2 << 2);
*(void **)(this + 8) = pvVar3;
}
else {
LAB_0059d17f:
pvVar3 = *(void **)(this + 8);
}
*(int *)(this + 0x14) = iVar4;
*(void **)(this + 0x18) = pvVar3;
iVar2 = iVar4;
LAB_0059d188:
if (0 < iVar2) {
iVar4 = 0;
do {
*(undefined4 *)(*(int *)(this + 8) + iVar4 * 4) = 0;
iVar4 = iVar4 + 1;
} while (iVar4 < *(int *)(this + 0x14));
}
return param_1;
}
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.