CCommentaryDummy::InputSetAnimation
0x003e09f0 · 97 bytes · __thiscall
_ZN16CCommentaryDummy17InputSetAnimationER11inputdata_t
Decompiled
undefined (2 params)
/* CCommentaryDummy::InputSetAnimation(inputdata_t&) */
void __thiscall CCommentaryDummy::InputSetAnimation(CCommentaryDummy *this,inputdata_t *param_1)
{
char *pcVar1;
int iVar2;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar1 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar1 = *(char **)(param_1 + 8);
}
iVar2 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,pcVar1);
}
else {
pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
iVar2 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,pcVar1);
}
if (-1 < iVar2) {
CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar2);
return;
}
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.