L L4D2node

CModelRender::GetItemName

0x00185610 · 53 bytes · __thiscall

_ZN12CModelRender11GetItemNameEjPKvPcj

Decompiled

undefined (5 params)

/* CModelRender::GetItemName(unsigned int, void const*, char*, unsigned int) */

undefined4 __thiscall
CModelRender::GetItemName(CModelRender *this,uint param_1,void *param_2,char *param_3,uint param_4)

{
  (**(code **)(*g_pFileSystem + 0x98))(g_pFileSystem,(int)param_2 + 0x18,param_3,param_4);
  return 1;
}

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)