L L4D2node

CModelInfo::FindModel

0x00193320 · 72 bytes · __thiscall

_ZNK10CModelInfo9FindModelEPK11studiohdr_tPPvPKc

Decompiled

undefined (4 params)

/* CModelInfo::FindModel(studiohdr_t const*, void**, char const*) const */

void __thiscall
CModelInfo::FindModel(CModelInfo *this,studiohdr_t *param_1,void **param_2,char *param_3)

{
  void *pvVar1;
  
  if (*param_2 == (void *)0x0) {
    pvVar1 = (void *)(**(code **)(*(int *)modelloader + 0x1c))(modelloader,param_3,2);
    *param_2 = pvVar1;
  }
                    /* WARNING: Could not recover jumptable at 0x00193349. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)modelloader + 0x14))();
  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)