CCSPlayer::SetModelFromClass
0x00653440 · 329 bytes · __thiscall
_ZN9CCSPlayer17SetModelFromClassEv
Decompiled
undefined (1 param)
/* CCSPlayer::SetModelFromClass() */
void __thiscall CCSPlayer::SetModelFromClass(CCSPlayer *this)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar2 == 2) {
iVar2 = *(int *)(this + 0x290c) + -1;
if ((iVar2 < 0) || (DAT_00f78b48 <= iVar2)) {
iVar2 = RandomInt(0,DAT_00f78b48 + -1);
if (iVar2 + 1 != *(int *)(this + 0x290c)) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x290c) = iVar2 + 1;
}
}
(**(code **)(*(int *)this + 0x70))(this,*(undefined4 *)(TerroristPlayerModels + iVar2 * 4));
return;
}
iVar2 = CBaseEntity::GetTeamNumber((CBaseEntity *)this);
if (iVar2 != 3) {
(**(code **)(*(int *)this + 0x70))(this,*CTPlayerModels);
return;
}
iVar2 = *(int *)(this + 0x290c) + -5;
if ((iVar2 < 0) || (DAT_00f78b5c <= iVar2)) {
iVar2 = RandomInt(0,DAT_00f78b5c + -1);
if (iVar2 + 5 != *(int *)(this + 0x290c)) {
if (this[0x6c] == (CCSPlayer)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CCSPlayer)((byte)this[0x70] | 1);
}
*(int *)(this + 0x290c) = iVar2 + 5;
}
}
(**(code **)(*(int *)this + 0x70))(this,CTPlayerModels[iVar2]);
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.