CModelLoader::Map_IsValid
0x00194e60 · 54 bytes · __thiscall
_ZN12CModelLoader11Map_IsValidEPKcb
Decompiled
undefined (3 params)
/* CModelLoader::Map_IsValid(char const*, bool) */
undefined4 __thiscall CModelLoader::Map_IsValid(CModelLoader *this,char *param_1,bool param_2)
{
undefined4 uVar1;
if ((param_1 != (char *)0x0) && (*param_1 != '\0')) {
uVar1 = Map_IsValid(param_1,param_2);
return uVar1;
}
if (param_2) {
return 0;
}
ConMsg("CModelLoader::Map_IsValid: Empty mapname!!!\n");
return 0;
}
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.