CBaseCombatWeapon::SetActivity
0x00404f60 · 557 bytes · __thiscall
_ZN17CBaseCombatWeapon11SetActivityE8Activityf
Decompiled
undefined (3 params)
/* CBaseCombatWeapon::SetActivity(Activity, float) */
void __thiscall
CBaseCombatWeapon::SetActivity(CBaseCombatWeapon *this,undefined4 param_2,float param_3)
{
CBaseEdict *pCVar1;
int iVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
longdouble lVar6;
float fVar7;
float fVar8;
iVar2 = (**(code **)(*(int *)this + 0x340))(this,param_2);
if ((iVar2 == -1) && (iVar2 = (**(code **)(*(int *)this + 0x340))(this,0xb7), iVar2 == -1)) {
return;
}
CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar2);
*(undefined4 *)(this + 0x1448) = param_2;
if (*(float *)(this + 0x490) != 0.0) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x490) = 0;
}
CBaseAnimating::ResetSequenceInfo((CBaseAnimating *)this);
if (param_3 <= 0.0) {
if (*(float *)(this + 0x468) == 1.0) {
return;
}
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x468) = 0x3f800000;
return;
}
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_00404fd7;
}
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
LAB_00404fd7:
lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar5,iVar2);
fVar7 = *(float *)(this + 0x468);
param_3 = (float)lVar6 / param_3;
if (param_3 != fVar7) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(float *)(this + 0x468) = param_3;
fVar7 = param_3;
}
fVar8 = 12.0;
if (fVar7 <= 12.0) {
fVar8 = fVar7;
}
if (fVar8 != fVar7) {
if (this[0x6c] == (CBaseCombatWeapon)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseCombatWeapon)((byte)this[0x70] | 1);
}
*(float *)(this + 0x468) = fVar8;
}
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.