L L4D2node

CModelLoader::GetExtraData

0x001947d0 · 74 bytes · __thiscall

_ZN12CModelLoader12GetExtraDataEP7model_t

Decompiled

undefined (2 params)

/* CModelLoader::GetExtraData(model_t*) */

undefined4 __thiscall CModelLoader::GetExtraData(CModelLoader *this,model_t *param_1)

{
  undefined4 uVar1;
  
  if (param_1 != (model_t *)0x0) {
    if (*(int *)(param_1 + 0x110) == 2) {
      if (((byte)param_1[0x108] & 1) != 0) {
        return *(undefined4 *)(param_1 + 0x140);
      }
    }
    else if (*(int *)(param_1 + 0x110) == 3) {
                    /* WARNING: Could not recover jumptable at 0x00194803. Too many branches */
                    /* WARNING: Treating indirect jump as call */
      uVar1 = (**(code **)(*g_pMDLCache + 0x28))();
      return uVar1;
    }
  }
  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)