L L4D2node

CModelInfo::GetModelMaterials

0x00193570 · 33 bytes · __thiscall

_ZN10CModelInfo17GetModelMaterialsEPK7model_tiPP9IMaterial

Decompiled

undefined (4 params)

/* CModelInfo::GetModelMaterials(model_t const*, int, IMaterial**) */

void __thiscall
CModelInfo::GetModelMaterials(CModelInfo *this,model_t *param_1,int param_2,IMaterial **param_3)

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