CBaseAnimating::SetLightingOrigin
0x003e0b60 · 158 bytes · __thiscall
_ZN14CBaseAnimating17SetLightingOriginEP11CBaseEntity
Decompiled
undefined (2 params)
/* CBaseAnimating::SetLightingOrigin(CBaseEntity*) */
void __thiscall CBaseAnimating::SetLightingOrigin(CBaseAnimating *this,CBaseEntity *param_1)
{
uint uVar1;
CBaseEdict *this_00;
int iVar2;
undefined4 *puVar3;
CBaseEntity *pCVar4;
undefined *puVar5;
pCVar4 = (CBaseEntity *)0x0;
uVar1 = *(uint *)(this + 0x518);
if (((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) {
pCVar4 = *(CBaseEntity **)(puVar5 + 4);
}
if (param_1 != pCVar4) {
if (this[0x6c] == (CBaseAnimating)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] = (CBaseAnimating)((byte)this[0x70] | 1);
}
if (param_1 == (CBaseEntity *)0x0) {
*(undefined4 *)(this + 0x518) = 0xffffffff;
return;
}
puVar3 = (undefined4 *)(**(code **)(*(int *)param_1 + 0xc))(param_1);
*(undefined4 *)(this + 0x518) = *puVar3;
}
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.