L L4D2node

CBaseAnimating::UnlockStudioHdr

0x005e52f0 · 135 bytes · __thiscall

_ZN14CBaseAnimating15UnlockStudioHdrEv

Decompiled

undefined (1 param)

/* CBaseAnimating::UnlockStudioHdr() */

void __thiscall CBaseAnimating::UnlockStudioHdr(CBaseAnimating *this)

{
  code *pcVar1;
  undefined2 uVar2;
  int iVar3;
  
  if (*(int *)(this + 0x13e0) != 0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 != 0) {
      pcVar1 = *(code **)(*mdlcache + 0xa8);
      uVar2 = (**(code **)(*modelinfo + 0xac))(modelinfo,iVar3);
      (*pcVar1)(mdlcache,uVar2);
      if ((*(int **)(this + 0x13e0))[1] != 0) {
        (**(code **)(*mdlcache + 0xa8))(mdlcache,*(undefined2 *)(**(int **)(this + 0x13e0) + 0x158))
        ;
      }
    }
  }
  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)