L L4D2node

CModelInfo::GetModelKeyValueText

0x00193af0 · 79 bytes · __thiscall

_ZN10CModelInfo20GetModelKeyValueTextEPK7model_t

Decompiled

undefined (2 params)

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

int __thiscall CModelInfo::GetModelKeyValueText(CModelInfo *this,model_t *param_1)

{
  int iVar1;
  int iVar2;
  
  iVar2 = 0;
  if ((param_1 != (model_t *)0x0) && (*(int *)(param_1 + 0x110) == 3)) {
    iVar1 = (**(code **)(*g_pMDLCache + 0x28))(g_pMDLCache,*(undefined2 *)(param_1 + 0x134));
    if ((iVar1 != 0) && (*(int *)(iVar1 + 0x13c) != 0)) {
      iVar2 = *(int *)(iVar1 + 0x138) + iVar1;
    }
  }
  return iVar2;
}

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)