L L4D2node

CBaseViewModel::CBaseViewModel

0x0041d230 · 584 bytes · __thiscall

_ZN14CBaseViewModelC1Ev

Decompiled

undefined (1 param)

/* CBaseViewModel::CBaseViewModel() */

void __thiscall CBaseViewModel::CBaseViewModel(CBaseViewModel *this)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  CBaseAnimating::CBaseAnimating((CBaseAnimating *)this);
  *(undefined4 *)(this + 0x13f4) = 0;
  *(undefined4 *)(this + 0x13f8) = 0;
  *(undefined4 *)(this + 0x13fc) = 0;
  *(undefined4 *)(this + 0x1400) = 0;
  *(undefined4 *)(this + 0x1404) = 0;
  this[0x1408] = (CBaseViewModel)0x0;
  *(undefined4 *)(this + 0x15f4) = 0;
  *(undefined ***)this = &PTR__CBaseViewModel_00c0ab08;
  *(undefined4 *)(this + 0x1618) = 0xffffffff;
  *(undefined4 *)(this + 0x161c) = 0xffffffff;
  *(undefined4 *)(this + 0x1630) = 0;
  *(undefined4 *)(this + 0x1634) = 0;
  *(undefined4 *)(this + 0x1638) = 0;
  *(undefined4 *)(this + 0x163c) = 0;
  *(undefined4 *)(this + 0x1640) = 0;
  if (this[0x124] != (CBaseViewModel)0xff) {
    if (this[0x6c] == (CBaseViewModel)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
                    /* try { // try from 0041d2f6 to 0041d44a has its CatchHandler @ 0041d4b3 */
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    }
    this[0x124] = (CBaseViewModel)0xff;
  }
  if (this[0x125] != (CBaseViewModel)0xff) {
    if (this[0x6c] == (CBaseViewModel)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    }
    this[0x125] = (CBaseViewModel)0xff;
  }
  if (this[0x126] != (CBaseViewModel)0xff) {
    if (this[0x6c] == (CBaseViewModel)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    }
    this[0x126] = (CBaseViewModel)0xff;
  }
  if (this[0x127] != (CBaseViewModel)0xff) {
    if (this[0x6c] == (CBaseViewModel)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    }
    this[0x127] = (CBaseViewModel)0xff;
  }
  *(undefined4 *)(this + 0x1628) = 0;
  *(undefined4 *)(this + 0x162c) = 0;
  if (*(int *)(this + 0x1604) != 0) {
    if (this[0x6c] == (CBaseViewModel)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x1604) = 0;
  }
  if (*(int *)(this + 0x1608) == 0) {
    return;
  }
  if (this[0x6c] == (CBaseViewModel)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(undefined4 *)(this + 0x1608) = 0;
  }
  else {
    this[0x70] = (CBaseViewModel)((byte)this[0x70] | 1);
    *(undefined4 *)(this + 0x1608) = 0;
  }
  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)