L L4D2node

CollectEntityModelName

0x008030c0 · 160 bytes · __cdecl

_Z22CollectEntityModelNameRK8CCommand

Decompiled

undefined (1 param)

/* CollectEntityModelName(CCommand const&) */

void CollectEntityModelName(CCommand *param_1)

{
  code *pcVar1;
  int *piVar2;
  int iVar3;
  undefined1 *puVar4;
  undefined1 *local_20 [4];
  
  piVar2 = (int *)UTIL_GetCommandClient();
  iVar3 = (**(code **)(g_pFullFileSystem[1] + 8))
                    (g_pFullFileSystem + 1,"CollectedEntities.txt","at",0);
  if (iVar3 != 0) {
    pcVar1 = *(code **)(*g_pFullFileSystem + 100);
    (**(code **)(*piVar2 + 0x20))(local_20,piVar2);
    puVar4 = &DAT_00d539c2;
    if (local_20[0] != (undefined1 *)0x0) {
      puVar4 = local_20[0];
    }
    (*pcVar1)(g_pFullFileSystem,iVar3,&DAT_00c5799e,puVar4);
    (**(code **)(g_pFullFileSystem[1] + 0xc))(g_pFullFileSystem + 1,iVar3);
  }
  return;
}

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)