CServerGameDLL::InvalidateMdlCache
0x006cc470 · 264 bytes · __cdecl
_ZN14CServerGameDLL18InvalidateMdlCacheEv
Decompiled
undefined (0 params)
/* CServerGameDLL::InvalidateMdlCache() */
void CServerGameDLL::InvalidateMdlCache(void)
{
CStudioHdr *this;
CBaseAnimating *this_00;
CBaseEntity *pCVar1;
pCVar1 = (CBaseEntity *)0x0;
while (pCVar1 = (CBaseEntity *)CGlobalEntityList::NextEnt((CGlobalEntityList *)gEntList,pCVar1),
pCVar1 != (CBaseEntity *)0x0) {
this_00 = (CBaseAnimating *)
__dynamic_cast(pCVar1,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0);
if (this_00 != (CBaseAnimating *)0x0) {
CBaseAnimating::UnlockStudioHdr(this_00);
this = *(CStudioHdr **)(this_00 + 0x13e0);
if (this != (CStudioHdr *)0x0) {
CStudioHdr::Term(this);
*(undefined4 *)(this + 0x4c) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40));
*(undefined4 *)(this + 0x50) = *(undefined4 *)(this + 0x40);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x40));
*(undefined4 *)(this + 0x38) = 0;
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x3c) = *(undefined4 *)(this + 0x2c);
CUtlMemory<int,int>::Purge((CUtlMemory<int,int> *)(this + 0x2c));
*(undefined4 *)(this + 0x14) = 0;
CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this + 8));
*(undefined4 *)(this + 0x18) = *(undefined4 *)(this + 8);
CUtlMemory<studiohdr_t_const*,int>::Purge((CUtlMemory<studiohdr_t_const*,int> *)(this + 8));
operator_delete(this);
*(undefined4 *)(this_00 + 0x13e0) = 0;
}
}
}
CStudioHdr::CActivityToSequenceMapping::ResetMappings();
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.