studiohdr_t::GetVirtualModel
0x004c75a0 · 40 bytes · __thiscall
_ZNK11studiohdr_t15GetVirtualModelEv
Decompiled
undefined (1 param)
/* studiohdr_t::GetVirtualModel() const */
undefined4 __thiscall studiohdr_t::GetVirtualModel(studiohdr_t *this)
{
undefined4 uVar1;
uVar1 = 0;
if (*(int *)(this + 0x150) != 0) {
uVar1 = (**(code **)(*modelinfo + 0x68))(modelinfo,this);
}
return uVar1;
}
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.