L L4D2node

CModelRender::ForcedMaterialOverride

0x00185c20 · 218 bytes · __thiscall

_ZN12CModelRender22ForcedMaterialOverrideEP9IMaterial14OverrideType_t

Decompiled

undefined (3 params)

/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CModelRender::ForcedMaterialOverride(IMaterial*, OverrideType_t) */

void __thiscall
CModelRender::ForcedMaterialOverride(undefined4 this,undefined4 param_1,undefined4 param_3)

{
  undefined4 uVar1;
  undefined4 uVar2;
  int iVar3;
  undefined4 local_24;
  undefined4 local_20;
  
  local_24 = 0;
  local_20 = 0;
  if (_g_Telemetry == 0) {
    iVar3 = 0;
  }
  else {
    (**(code **)(_g_Telemetry + 0x50))
              (_g_Telemetry,&local_24,0,0,0,0,"/data/src/engine/./l_studio.cpp",0x8ec,
               &ForcedMaterialOverride(IMaterial*,OverrideType_t)::tm_fmt,&DAT_002c48a3,
               "ForcedMaterialOverride");
    iVar3 = _g_Telemetry;
  }
  uVar2 = local_20;
  uVar1 = local_24;
                    /* try { // try from 00185cbd to 00185cbf has its CatchHandler @ 00185d00 */
  (**(code **)(*g_pStudioRender + 0x74))(g_pStudioRender,param_1,param_3);
  if (iVar3 != 0) {
    (**(code **)(iVar3 + 0x54))(iVar3,uVar1,uVar2,0,0,0);
  }
  return;
}

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)