L L4D2node

CEntitySaveRestoreBlockHandler::ModelSpaceLandmark

0x004aaf60 · 149 bytes · __cdecl

_ZN30CEntitySaveRestoreBlockHandler18ModelSpaceLandmarkEi

Decompiled

undefined (1 param)

/* CEntitySaveRestoreBlockHandler::ModelSpaceLandmark(int) */

int CEntitySaveRestoreBlockHandler::ModelSpaceLandmark(int param_1)

{
  undefined4 uVar1;
  int iVar2;
  undefined4 local_24;
  undefined4 local_20;
  undefined4 local_1c;
  undefined1 local_18 [12];
  
  uVar1 = (**(code **)(*modelinfo + 8))(modelinfo);
  iVar2 = (**(code **)(*modelinfo + 0x2c))(modelinfo,uVar1);
  if (iVar2 != 1) {
    *(undefined4 *)param_1 = vec3_origin;
    *(undefined4 *)(param_1 + 4) = DAT_01053d4c;
    *(undefined4 *)(param_1 + 8) = DAT_01053d50;
    return param_1;
  }
  (**(code **)(*modelinfo + 0x20))(modelinfo,uVar1,&local_24,local_18);
  *(undefined4 *)param_1 = local_24;
  *(undefined4 *)(param_1 + 4) = local_20;
  *(undefined4 *)(param_1 + 8) = local_1c;
  return param_1;
}

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)