L L4D2node

CModelInfo::GetVCollide

0x001935a0 · 164 bytes · __thiscall

_ZNK10CModelInfo11GetVCollideEi

Decompiled

undefined (2 params)

/* CModelInfo::GetVCollide(int) const */

undefined4 __thiscall CModelInfo::GetVCollide(CModelInfo *this,int param_1)

{
  int iVar1;
  undefined4 uVar2;
  longdouble lVar3;
  longdouble lVar4;
  
  if (param_1 < 0x800) {
    iVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
    if ((iVar1 == 0) || (*(int *)(iVar1 + 0x110) == 1)) {
      uVar2 = CM_GetVCollide(param_1 + -1);
      return uVar2;
    }
    if (*(int *)(iVar1 + 0x110) == 3) {
      lVar3 = (longdouble)Plat_FloatTime();
      uVar2 = (**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,*(undefined2 *)(iVar1 + 0x134));
      lVar4 = (longdouble)Plat_FloatTime();
      g_flAccumulatedModelLoadTimeVCollideSync =
           ((double)lVar4 + g_flAccumulatedModelLoadTimeVCollideSync) - (double)lVar3;
      return uVar2;
    }
  }
  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)