L L4D2node

CBasePlayer::SetModel

0x007c0790 · 135 bytes · __thiscall

_ZN11CBasePlayer8SetModelEPKc

Decompiled

undefined (2 params)

/* CBasePlayer::SetModel(char const*) */

void __thiscall CBasePlayer::SetModel(CBasePlayer *this,char *param_1)

{
  int *piVar1;
  CStudioHdr *pCVar2;
  undefined4 uVar3;
  int iVar4;
  CStudioHdr *pCVar5;
  
  CBaseFlex::SetModel((CBaseFlex *)this,param_1);
  piVar1 = mdlcache;
  (**(code **)(*mdlcache + 0x68))(mdlcache);
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
                    /* try { // try from 007c07fb to 007c080b has its CatchHandler @ 007c081a */
    iVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar4 != 0) {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
    }
    pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_007c07cb;
  }
  pCVar5 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar5 = pCVar2;
  }
LAB_007c07cb:
                    /* try { // try from 007c07da to 007c07de has its CatchHandler @ 007c081a */
  uVar3 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar5,"body_pitch");
  *(undefined4 *)(this + 0x2114) = uVar3;
                    /* WARNING: Could not recover jumptable at 0x007c07f3. Too many branches */
                    /* WARNING: Treating indirect jump as call */
  (**(code **)(*piVar1 + 0x6c))();
  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)