CBasePlayerAnimState::RestartMainSequence
0x0041e990 · 292 bytes · __thiscall
_ZN20CBasePlayerAnimState19RestartMainSequenceEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::RestartMainSequence() */
void __thiscall CBasePlayerAnimState::RestartMainSequence(CBasePlayerAnimState *this)
{
float fVar1;
int *piVar2;
CBaseEdict *pCVar3;
char cVar4;
int iVar5;
int *piVar6;
piVar2 = *(int **)(this + 0x14);
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != (float)piVar2[0x24]) {
if ((char)piVar2[0x1b] == '\0') {
pCVar3 = (CBaseEdict *)piVar2[0xc];
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(piVar2 + 0x1c) = *(byte *)(piVar2 + 0x1c) | 1;
}
piVar2[0x24] = (int)fVar1;
}
if ((float)piVar2[0x124] != 0.0) {
if ((char)piVar2[0x1b] == '\0') {
pCVar3 = (CBaseEdict *)piVar2[0xc];
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(piVar2 + 0x1c) = *(byte *)(piVar2 + 0x1c) | 1;
}
piVar2[0x124] = 0;
}
iVar5 = gpGlobals;
cVar4 = (**(code **)(*piVar2 + 0x16c))(piVar2);
fVar1 = *(float *)(iVar5 + 0xc);
piVar6 = (int *)0x0;
if (cVar4 != '\0') {
piVar6 = piVar2;
}
if (fVar1 == (float)piVar6[0xa96]) {
return;
}
if ((char)piVar6[0x1b] == '\0') {
pCVar3 = (CBaseEdict *)piVar6[0xc];
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
piVar6[0xa96] = (int)fVar1;
}
else {
*(byte *)(piVar6 + 0x1c) = *(byte *)(piVar6 + 0x1c) | 1;
piVar6[0xa96] = (int)fVar1;
}
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.