L L4D2node

CM_InlineModelContents

0x00119410 · 46 bytes · __cdecl

_Z22CM_InlineModelContentsi

Decompiled

undefined (1 param)

/* CM_InlineModelContents(int) */

undefined4 CM_InlineModelContents(int param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  iVar1 = CM_InlineModelNumber(param_1);
  uVar2 = 0;
  if (iVar1 != 0) {
    uVar2 = CM_BrushContents_r((CCollisionBSPData *)&g_BSPData,*(int *)(iVar1 + 0x24));
  }
  return uVar2;
}

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)