L L4D2node

CModelRender::Init

0x00186de0 · 113 bytes · __thiscall

_ZN12CModelRender4InitEv

Decompiled

undefined (1 param)

/* CModelRender::Init() */

undefined4 __thiscall CModelRender::Init(CModelRender *this)

{
  undefined4 uVar1;
  undefined4 local_1c;
  undefined4 local_18;
  undefined4 local_14;
  undefined4 local_10;
  
  local_1c = 0xffffffff;
  local_18 = 0xffffffff;
  local_14 = 0;
  local_10 = 0;
  if (*(int *)(this + 8) != 0) {
    return 1;
  }
  uVar1 = (**(code **)(*g_pDataCache + 0x24))(g_pDataCache,this + 4,"ColorMesh",&local_1c,0);
  *(undefined4 *)(this + 8) = uVar1;
  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)