L L4D2node

CCSPlayer::SetModelFromClassAtSpawn

0x00650c30 · 17 bytes · __thiscall

_ZN9CCSPlayer24SetModelFromClassAtSpawnEv

Decompiled

undefined (1 param)

/* CCSPlayer::SetModelFromClassAtSpawn() */

void __thiscall CCSPlayer::SetModelFromClassAtSpawn(CCSPlayer *this)

{
                    /* WARNING: Could not recover jumptable at 0x00650c3f. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*(int *)this + 0x8a8))();
  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)