L L4D2node

CModelLoader::GetModelForName

0x0019e3a0 · 50 bytes · __cdecl

_ZN12CModelLoader15GetModelForNameEPKcN12IModelLoader13REFERENCETYPEE

Decompiled

undefined (2 params)

/* CModelLoader::GetModelForName(char const*, IModelLoader::REFERENCETYPE) */

void CModelLoader::GetModelForName(CModelLoader *param_1,char *param_2)

{
  model_t *pmVar1;
  
  pmVar1 = (model_t *)FindModel(param_1,param_2);
  LoadModel(param_1,pmVar1,&stack0x0000000c);
  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)