L L4D2node

studiohdr_t::FindModel

0x00193f60 · 59 bytes · __thiscall

_ZNK11studiohdr_t9FindModelEPPvPKc

Decompiled

undefined (3 params)

/* studiohdr_t::FindModel(void**, char const*) const */

void __thiscall studiohdr_t::FindModel(studiohdr_t *this,void **param_1,char *param_2)

{
  uint uVar1;
  
  uVar1 = (**(code **)(*g_pMDLCache + 0x18))(g_pMDLCache,param_2);
  *param_1 = (void *)(uVar1 & 0xffff);
                    /* WARNING: Could not recover jumptable at 0x00193f99. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*g_pMDLCache + 0x28))();
  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)