L L4D2node

CModelInfo::ComputeTranslucencyType

0x00193520 · 35 bytes · __thiscall

_ZN10CModelInfo23ComputeTranslucencyTypeEPK7model_tii

Decompiled

undefined (4 params)

/* CModelInfo::ComputeTranslucencyType(model_t const*, int, int) */

undefined4 __thiscall
CModelInfo::ComputeTranslucencyType(CModelInfo *this,model_t *param_1,int param_2,int param_3)

{
  undefined4 uVar1;
  
  if (param_1 != (model_t *)0x0) {
    uVar1 = Mod_ComputeTranslucencyType(param_1,param_2,param_3);
    return uVar1;
  }
  return 0;
}

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)