L L4D2node

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 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)