L L4D2node

CModelRender::UpdateStaticPropColorData

0x00189130 · 40 bytes · __cdecl

_ZN12CModelRender25UpdateStaticPropColorDataEP13IHandleEntityt

Decompiled

undefined (2 params)

/* CModelRender::UpdateStaticPropColorData(IHandleEntity*, unsigned short) */

undefined4 CModelRender::UpdateStaticPropColorData(IHandleEntity *param_1,ushort param_2)

{
  int *piVar1;
  
  piVar1 = g_pMDLCache;
  (**(code **)(*g_pMDLCache + 0x68))(g_pMDLCache);
  (**(code **)(*piVar1 + 0x6c))(piVar1);
  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)