L L4D2node

CModelInfo::GetModelFrameCount

0x00193250 · 127 bytes · __thiscall

_ZNK10CModelInfo18GetModelFrameCountEPK7model_t

Decompiled

undefined (2 params)

/* CModelInfo::GetModelFrameCount(model_t const*) const */

int __thiscall CModelInfo::GetModelFrameCount(CModelInfo *this,model_t *param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  if (param_1 != (model_t *)0x0) {
    if (*(int *)(param_1 + 0x110) == 2) {
      return *(int *)(param_1 + 0x134);
    }
    if ((*(int *)(param_1 + 0x110) == 3) &&
       (iVar1 = (**(code **)(*(int *)modelloader + 0x14))(modelloader,param_1), iVar1 != 0)) {
      if (0 < *(int *)(iVar1 + 0xe8)) {
        iVar3 = 0;
        iVar2 = 1;
        do {
          iVar2 = iVar2 * *(int *)(*(int *)(iVar1 + 0xec) + iVar1 + 4 + iVar3);
          iVar3 = iVar3 + 0x10;
        } while (iVar3 != *(int *)(iVar1 + 0xe8) << 4);
        if (0 < iVar2) {
          return iVar2;
        }
      }
    }
  }
  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)