L L4D2node

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 into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)