L L4D2node

CBasePlayer::HideViewModels

0x007b36a0 · 110 bytes · __thiscall

_ZN11CBasePlayer14HideViewModelsEv

Decompiled

undefined (1 param)

/* CBasePlayer::HideViewModels() */

void __thiscall CBasePlayer::HideViewModels(CBasePlayer *this)

{
  uint uVar1;
  int *piVar2;
  undefined *puVar3;
  int iVar4;
  
  iVar4 = 0;
  do {
    uVar1 = *(uint *)(this + iVar4 * 4 + 0x1f84);
    if ((((uVar1 != 0xffffffff) &&
         (puVar3 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar3 != (undefined *)0xfffffffc)) &&
        (*(uint *)(puVar3 + 8) == uVar1 >> 0xc)) &&
       (piVar2 = *(int **)(puVar3 + 4), piVar2 != (int *)0x0)) {
      (**(code **)(*piVar2 + 0x3a8))(piVar2,0,0);
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 2);
  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)