GetModelName
0x003e9400 · 128 bytes · __cdecl
_Z12GetModelNameP11CBaseEntity
Decompiled
undefined (1 param)
/* GetModelName(CBaseEntity*) */
undefined1 * GetModelName(CBaseEntity *param_1)
{
CBaseEntity *this;
int iVar1;
int *piVar2;
if ((param_1 != (CBaseEntity *)0x0) &&
(this = (CBaseEntity *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0),
this != (CBaseEntity *)0x0)) {
piVar2 = *(int **)(this + 0x13e0);
if (piVar2 == (int *)0x0) {
iVar1 = CBaseEntity::GetModel(this);
if (iVar1 == 0) {
piVar2 = *(int **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
piVar2 = *(int **)(this + 0x13e0);
}
if (piVar2 == (int *)0x0) {
return &DAT_00d539c2;
}
}
if (*piVar2 != 0) {
return (undefined1 *)(*piVar2 + 0xc);
}
}
return &DAT_00d539c2;
}
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.