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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.