L L4D2node

CModelInfo::GetVCollide

0x00193800 · 162 bytes · __thiscall

_ZNK10CModelInfo11GetVCollideEPK7model_t

Decompiled

undefined (2 params)

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

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

{
  code *pcVar1;
  undefined4 uVar2;
  int iVar3;
  longdouble lVar4;
  longdouble lVar5;
  
  if (param_1 != (model_t *)0x0) {
    if (*(int *)(param_1 + 0x110) == 3) {
      lVar4 = (longdouble)Plat_FloatTime();
      uVar2 = (**(code **)(*g_pMDLCache + 0x30))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
      lVar5 = (longdouble)Plat_FloatTime();
      g_flAccumulatedModelLoadTimeVCollideSync =
           ((double)lVar5 + g_flAccumulatedModelLoadTimeVCollideSync) - (double)lVar4;
      return uVar2;
    }
    pcVar1 = *(code **)(*(int *)this + 0xc);
    uVar2 = (**(code **)(*(int *)this + 0x10))(this,param_1);
    iVar3 = (*pcVar1)(this,uVar2);
    if (-1 < iVar3) {
                    /* WARNING: Could not recover jumptable at 0x0019384e. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar2 = (**(code **)(*(int *)this + 0x18))();
      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)