L L4D2node

CM_InlineModelNumber

0x001191e0 · 74 bytes · __cdecl

_Z20CM_InlineModelNumberi

Decompiled

undefined (1 param)

/* CM_InlineModelNumber(int) */

int CM_InlineModelNumber(int param_1)

{
  if ((-1 < param_1) && (param_1 <= DAT_003943b4)) {
    if (DAT_003943bc <= param_1) {
      Error("Cannot load corrupted map.\n");
    }
    return param_1 * 0x38 + DAT_003943b8;
  }
  return 0;
}

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)