CBaseCombatWeapon::SetViewModel
0x004063a0 · 127 bytes · __thiscall
_ZN17CBaseCombatWeapon12SetViewModelEv
Decompiled
undefined (1 param)
/* CBaseCombatWeapon::SetViewModel() */
void __thiscall CBaseCombatWeapon::SetViewModel(CBaseCombatWeapon *this)
{
code *pcVar1;
char cVar2;
CBasePlayer *this_00;
int *piVar3;
undefined4 uVar4;
this_00 = (CBasePlayer *)GetOwner(this);
if (this_00 != (CBasePlayer *)0x0) {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 != '\0') {
piVar3 = (int *)CBasePlayer::GetViewModel(this_00,*(int *)(this + 0x13f8));
if (piVar3 != (int *)0x0) {
pcVar1 = *(code **)(*piVar3 + 0x3a8);
uVar4 = (**(code **)(*(int *)this + 0x504))(this,*(undefined4 *)(this + 0x13f8));
(*pcVar1)(piVar3,uVar4,this);
piVar3[0x116] = *(int *)(this + 0x458);
}
}
}
return;
}
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.