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 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.