CModelRender::ChangeInstance
0x00185b90 · 120 bytes · __thiscall
_ZN12CModelRender14ChangeInstanceEtP17IClientRenderable
Decompiled
undefined (3 params)
/* CModelRender::ChangeInstance(unsigned short, IClientRenderable*) */
bool __thiscall
CModelRender::ChangeInstance(CModelRender *this,ushort param_1,IClientRenderable *param_2)
{
int iVar1;
int iVar2;
undefined4 *puVar3;
if (param_1 == 0xffff || param_2 == (IClientRenderable *)0x0) {
return false;
}
puVar3 = (undefined4 *)((uint)param_1 * 0x108 + *(int *)(this + 0xc));
iVar1 = puVar3[1];
iVar2 = (**(code **)(*(int *)param_2 + 0x20))(param_2);
if (iVar1 != iVar2) {
DevMsg("MoveInstanceHandle: models are different!\n");
return param_1 == 0xffff || param_2 == (IClientRenderable *)0x0;
}
*puVar3 = param_2;
return true;
}
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.