CM_InlineModel
0x00119270 · 152 bytes · __cdecl
_Z14CM_InlineModelPKc
Decompiled
undefined (1 param)
/* CM_InlineModel(char const*) */
undefined4 CM_InlineModel(char *param_1)
{
long lVar1;
undefined4 uVar2;
int iVar3;
char *pcVar4;
char *pcVar5;
bool bVar6;
if (param_1 == (char *)0x0) {
return 0;
}
iVar3 = 5;
bVar6 = false;
pcVar4 = param_1;
pcVar5 = "maps/";
do {
if (iVar3 == 0) break;
iVar3 = iVar3 + -1;
bVar6 = *pcVar4 == *pcVar5;
pcVar4 = pcVar4 + 1;
pcVar5 = pcVar5 + 1;
} while (bVar6);
if (!bVar6) {
if (*param_1 != '*') {
Sys_Error("CM_InlineModel: bad model name!");
}
lVar1 = strtol(param_1 + 1,(char **)0x0,10);
if ((lVar1 < 1) || (DAT_003943b4 <= lVar1)) {
Sys_Error("CM_InlineModel: bad model number!");
}
uVar2 = CM_InlineModelNumber(lVar1);
return uVar2;
}
uVar2 = CM_InlineModelNumber(0);
return uVar2;
}
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.