CCommentaryDummy::OnSequenceSet
0x003e0c10 · 635 bytes · __cdecl
_ZN16CCommentaryDummy13OnSequenceSetEi
Decompiled
undefined (1 param)
/* CCommentaryDummy::OnSequenceSet(int) */
void CCommentaryDummy::OnSequenceSet(int param_1)
{
float fVar1;
CBaseEdict *pCVar2;
undefined4 uVar3;
int iVar4;
CStudioHdr *pCVar5;
CStudioHdr *pCVar6;
char *pcVar7;
longdouble lVar8;
undefined1 local_14 [8];
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(param_1 + 0x90)) {
if (*(char *)(param_1 + 0x6c) == '\0') {
pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
}
*(float *)(param_1 + 0x90) = fVar1;
}
CBaseAnimating::ResetClientsideFrame((CBaseAnimating *)param_1);
if (*(float *)(param_1 + 0x468) != 1.0) {
if (*(char *)(param_1 + 0x6c) == '\0') {
pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
}
*(undefined4 *)(param_1 + 0x468) = 0x3f800000;
}
if (*(float *)(param_1 + 0x490) != 0.0) {
if (*(char *)(param_1 + 0x6c) == '\0') {
pCVar2 = *(CBaseEdict **)(param_1 + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
*(byte *)(param_1 + 0x70) = *(byte *)(param_1 + 0x70) | 1;
}
*(undefined4 *)(param_1 + 0x490) = 0;
}
*(undefined4 *)(param_1 + 0x1a4c) = 0xffffffff;
*(undefined4 *)(param_1 + 0x1a50) = 0xffffffff;
if (*(char *)(param_1 + 0x1a64) == '\0') goto LAB_003e0cf6;
pcVar7 = "";
if (*(char **)(param_1 + 0x1a54) != (char *)0x0) {
pcVar7 = *(char **)(param_1 + 0x1a54);
}
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
if (pCVar5 == (CStudioHdr *)0x0) {
iVar4 = CBaseEntity::GetModel((CBaseEntity *)param_1);
if (iVar4 == 0) {
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)param_1);
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
}
pCVar6 = (CStudioHdr *)0x0;
if (pCVar5 != (CStudioHdr *)0x0) goto LAB_003e0c9a;
}
else {
LAB_003e0c9a:
pCVar6 = (CStudioHdr *)0x0;
if (*(int *)pCVar5 != 0) {
pCVar6 = pCVar5;
}
}
uVar3 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)param_1,pCVar6,pcVar7);
*(undefined4 *)(param_1 + 0x1a4c) = uVar3;
pcVar7 = "";
if (*(char **)(param_1 + 0x1a58) != (char *)0x0) {
pcVar7 = *(char **)(param_1 + 0x1a58);
}
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
if (pCVar5 == (CStudioHdr *)0x0) {
iVar4 = CBaseEntity::GetModel((CBaseEntity *)param_1);
if (iVar4 == 0) {
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)param_1);
pCVar5 = *(CStudioHdr **)(param_1 + 0x13e0);
}
pCVar6 = (CStudioHdr *)0x0;
if (pCVar5 != (CStudioHdr *)0x0) goto LAB_003e0cd7;
}
else {
LAB_003e0cd7:
pCVar6 = (CStudioHdr *)0x0;
if (*(int *)pCVar5 != 0) {
pCVar6 = pCVar5;
}
}
uVar3 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)param_1,pCVar6,pcVar7);
*(undefined4 *)(param_1 + 0x1a50) = uVar3;
LAB_003e0cf6:
CBaseEntity::ThinkSet((_func_void *)local_14,(float)param_1,(char *)AnimThink);
lVar8 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)param_1,(char *)0x0);
if ((float)lVar8 <= *(float *)(gpGlobals + 0xc)) {
CBaseEntity::SetNextThink((CBaseEntity *)param_1,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
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.