CBaseAnimatingOverlay::SetModel
0x005ee4c0 · 87 bytes · __thiscall
_ZN21CBaseAnimatingOverlay8SetModelEPKc
Decompiled
undefined (2 params)
/* CBaseAnimatingOverlay::SetModel(char const*) */
void __thiscall CBaseAnimatingOverlay::SetModel(CBaseAnimatingOverlay *this,char *param_1)
{
CAnimationLayer *this_00;
int iVar1;
int iVar2;
iVar2 = 0;
iVar1 = 0;
if (0 < *(int *)(this + 0x1400)) {
do {
iVar1 = iVar1 + 1;
this_00 = (CAnimationLayer *)(*(int *)(this + 0x13f4) + iVar2);
iVar2 = iVar2 + 0x4c;
CAnimationLayer::Init(this_00,this);
} while (iVar1 < *(int *)(this + 0x1400));
}
CBaseAnimating::SetModel((CBaseAnimating *)this,param_1);
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.