L L4D2node

CBaseFlex::SetModel

0x00624420 · 97 bytes · __thiscall

_ZN9CBaseFlex8SetModelEPKc

Decompiled

undefined (2 params)

/* CBaseFlex::SetModel(char const*) */

void __thiscall CBaseFlex::SetModel(CBaseFlex *this,char *param_1)

{
  int *piVar1;
  int iVar2;
  int iVar3;
  
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
                    /* try { // try from 00624444 to 0062446e has its CatchHandler @ 00624484 */
  CBaseAnimatingOverlay::SetModel((CBaseAnimatingOverlay *)this,param_1);
  iVar3 = 0;
  while( true ) {
    iVar2 = CBaseAnimating::GetNumFlexControllers((CBaseAnimating *)this);
    if (iVar2 <= iVar3) break;
    SetFlexWeight(this,iVar3,0);
    iVar3 = iVar3 + 1;
  }
                    /* WARNING: Could not recover jumptable at 0x00624482. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)