L L4D2node

CSurvivorDeathModel::SetPlayer

0x009ae0f0 · 84 bytes · __thiscall

_ZN19CSurvivorDeathModel9SetPlayerEP13CTerrorPlayer

Decompiled

undefined (2 params)

/* CSurvivorDeathModel::SetPlayer(CTerrorPlayer*) */

void __thiscall CSurvivorDeathModel::SetPlayer(CSurvivorDeathModel *this,CTerrorPlayer *param_1)

{
  int iVar1;
  CBaseEdict *this_00;
  int iVar2;
  
  if ((param_1 != (CTerrorPlayer *)0x0) &&
     (iVar1 = *(int *)(param_1 + 0x2ba0), iVar1 != *(int *)(this + 0x17d8))) {
    if (this[0x6c] == (CSurvivorDeathModel)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSurvivorDeathModel)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x17d8) = iVar1;
  }
  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)