CModelLoader::GetName
0x001942a0 · 19 bytes · __thiscall
_ZN12CModelLoader7GetNameEPK7model_t
Decompiled
undefined (2 params)
/* CModelLoader::GetName(model_t const*) */
model_t * __thiscall CModelLoader::GetName(CModelLoader *this,model_t *param_1)
{
if (param_1 != (model_t *)0x0) {
return param_1 + 4;
}
return (model_t *)0x0;
}
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.