L L4D2node

Witch::OnModelChanged

0x00a47e10 · 165 bytes · __thiscall

_ZN5Witch14OnModelChangedEv

Decompiled

undefined (1 param)

/* Witch::OnModelChanged() */

void __thiscall Witch::OnModelChanged(Witch *this)

{
  int *piVar1;
  undefined4 uVar2;
  int iVar3;
  CStudioHdr *pCVar4;
  CStudioHdr *pCVar5;
  
  for (piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 8))(this + 0x1a3c);
      piVar1 != (int *)0x0;
      piVar1 = (int *)(**(code **)(*(int *)(this + 0x1a3c) + 0xc))(this + 0x1a3c,piVar1)) {
    (**(code **)(*piVar1 + 0x68))(piVar1);
  }
  pCVar4 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      pCVar4 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 == (CStudioHdr *)0x0) goto LAB_00a47e69;
  }
  pCVar5 = (CStudioHdr *)0x0;
  if (*(int *)pCVar4 != 0) {
    pCVar5 = pCVar4;
  }
LAB_00a47e69:
  uVar2 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar5,"rage");
  *(undefined4 *)(this + 0x1d9c) = uVar2;
  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)