ModelSoundsCache_FinishModel
0x00614100 · 140 bytes · __cdecl
_Z28ModelSoundsCache_FinishModelP10CStudioHdr
Decompiled
undefined (1 param)
/* ModelSoundsCache_FinishModel(CStudioHdr*) */
void ModelSoundsCache_FinishModel(CStudioHdr *param_1)
{
if (param_1 != (CStudioHdr *)0x0) {
CStudioHdr::Term(param_1);
*(undefined4 *)(param_1 + 0x4c) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x40));
*(undefined4 *)(param_1 + 0x50) = *(undefined4 *)(param_1 + 0x40);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x40));
*(undefined4 *)(param_1 + 0x38) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x2c));
*(undefined4 *)(param_1 + 0x3c) = *(undefined4 *)(param_1 + 0x2c);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(param_1 + 0x2c));
*(undefined4 *)(param_1 + 0x14) = 0;
CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(param_1 + 8));
*(undefined4 *)(param_1 + 0x18) = *(undefined4 *)(param_1 + 8);
CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(param_1 + 8));
operator_delete(param_1);
return;
}
return;
}
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.