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 intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.