L L4D2node

CModelInfo::GetModelContents

0x001937a0 · 79 bytes · __thiscall

_ZNK10CModelInfo16GetModelContentsEi

Decompiled

undefined (2 params)

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

uint __thiscall CModelInfo::GetModelContents(CModelInfo *this,int param_1)

{
  int iVar1;
  uint uVar2;
  
  iVar1 = (**(code **)(*(int *)this + 8))(this,param_1);
  if (iVar1 == 0) {
    return 0;
  }
  if (*(int *)(iVar1 + 0x110) != 1) {
    return (uint)(*(int *)(iVar1 + 0x110) == 3);
  }
  uVar2 = CM_InlineModelContents(param_1 + -1);
  return uVar2;
}

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)