L L4D2node

CModelLoader::FindModelNoCreate

0x0019c420 · 82 bytes · __thiscall

_ZN12CModelLoader17FindModelNoCreateEPKc

Decompiled

undefined (2 params)

/* CModelLoader::FindModelNoCreate(char const*) */

undefined4 __thiscall CModelLoader::FindModelNoCreate(CModelLoader *this,char *param_1)

{
  ushort uVar1;
  undefined4 uVar2;
  undefined4 local_14 [3];
  
  local_14[0] = (**(code **)(*g_pFileSystem + 0x94))(g_pFileSystem,param_1);
  uVar1 = CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
          ::Find((CUtlRBTree<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short,CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::CKeyLess,CUtlMemory<UtlRBTreeNode_t<CUtlMap<void*,CModelLoader::ModelEntry_t,unsigned_short>::Node_t,unsigned_short>,unsigned_short>>
                  *)(this + 4),(Node_t *)local_14);
  if (uVar1 == 0xffff) {
    uVar2 = 0;
  }
  else {
    uVar2 = *(undefined4 *)((uint)uVar1 * 0x10 + *(int *)(this + 8) + 0xc);
  }
  return uVar2;
}

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)