L L4D2node

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 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)