L L4D2node

CModelInfo::FindOrLoadModel

0x00193700 · 84 bytes · __thiscall

_ZNK10CModelInfo15FindOrLoadModelEPKc

Decompiled

undefined (2 params)

/* CModelInfo::FindOrLoadModel(char const*) const */

void __thiscall CModelInfo::FindOrLoadModel(CModelInfo *this,char *param_1)

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  
  pcVar1 = *(code **)(*(int *)this + 8);
  uVar2 = (**(code **)(*(int *)this + 0xc))(this,param_1);
  iVar3 = (*pcVar1)(this,uVar2);
  if (iVar3 != 0) {
    return;
  }
  (**(code **)(*(int *)modelloader + 0x1c))(modelloader,param_1,8);
  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)