L L4D2node

CC_Player_SetModel

0x00641090 · 178 bytes · __cdecl

_Z18CC_Player_SetModelRK8CCommand

Decompiled

undefined (1 param)

/* CC_Player_SetModel(CCommand const&) */

void CC_Player_SetModel(CCommand *param_1)

{
  char cVar1;
  CBaseEntity *pCVar2;
  int iVar3;
  int iVar4;
  
  if (*(char *)(gpGlobals + 0x4d) == '\0') {
    pCVar2 = (CBaseEntity *)UTIL_GetCommandClient();
    if (((pCVar2 != (CBaseEntity *)0x0) &&
        (cVar1 = (**(code **)(*(int *)pCVar2 + 0x16c))(pCVar2), cVar1 != '\0')) &&
       (*(int *)param_1 == 2)) {
      V_snprintf(CC_Player_SetModel(CCommand_const&)::szName,0x100,"models/%s.mdl",
                 *(undefined4 *)(param_1 + 0x40c));
      (**(code **)(*(int *)pCVar2 + 0x70))(pCVar2,CC_Player_SetModel(CCommand_const&)::szName);
      iVar3 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      iVar4 = (**(code **)(*g_pGameRules + 0x7c))(g_pGameRules);
      UTIL_SetSize(pCVar2,(Vector *)(iVar4 + 0xc),(Vector *)(iVar3 + 0x18));
    }
    return;
  }
  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)