CBaseEntity::SetModel
0x00600740 · 109 bytes · __thiscall
_ZN11CBaseEntity8SetModelEPKc
Decompiled
undefined (2 params)
/* CBaseEntity::SetModel(char const*) */
void __thiscall CBaseEntity::SetModel(CBaseEntity *this,char *param_1)
{
undefined4 uVar1;
int iVar2;
uVar1 = (**(code **)(*modelinfo + 0xc))(modelinfo,param_1);
iVar2 = (**(code **)(*modelinfo + 8))(modelinfo,uVar1);
if (iVar2 != 0) {
iVar2 = (**(code **)(*modelinfo + 0x2c))(modelinfo,iVar2);
if (iVar2 != 1) {
Msg("Setting CBaseEntity to non-brush model %s\n",param_1);
}
}
UTIL_SetModel(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.