L L4D2node

CM_VCollideForModel

0x00119640 · 83 bytes · __cdecl

_Z19CM_VCollideForModeliPK7model_t

Decompiled

undefined (2 params)

/* CM_VCollideForModel(int, model_t const*) */

int CM_VCollideForModel(int param_1,model_t *param_2)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(param_2 + 0x110) == 1) {
    iVar2 = CM_InlineModelNumber(param_1 + -1);
    iVar1 = 0;
    if (iVar2 != 0) {
      iVar1 = iVar2 + 0x28;
    }
    return iVar1;
  }
  if (*(int *)(param_2 + 0x110) == 3) {
                    /* WARNING: Could not recover jumptable at 0x00119674. Too many branches */
                    /* WARNING: Treating indirect jump as call */
    iVar1 = (**(code **)(*g_pMDLCache + 0x30))();
    return iVar1;
  }
  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)