L L4D2node

CBasePlayer::ShowViewModel

0x007b1c10 · 67 bytes · __thiscall

_ZN11CBasePlayer13ShowViewModelEb

Decompiled

undefined (2 params)

/* CBasePlayer::ShowViewModel(bool) */

void __thiscall CBasePlayer::ShowViewModel(CBasePlayer *this,bool param_1)

{
  if (this[0x1ac8] != (CBasePlayer)param_1) {
    (**(code **)(*(int *)(this + 0x1a40) + 4))(this + 0x1a40,this + 0x1ac8);
    this[0x1ac8] = (CBasePlayer)param_1;
  }
  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)