CTerrorPlayerAnimState::RestartMainSequence
0x00518d80 · 137 bytes · __thiscall
_ZN22CTerrorPlayerAnimState19RestartMainSequenceEv
Decompiled
undefined (1 param)
/* CTerrorPlayerAnimState::RestartMainSequence() */
void __thiscall CTerrorPlayerAnimState::RestartMainSequence(CTerrorPlayerAnimState *this)
{
float fVar1;
CBaseEdict *this_00;
int iVar2;
CBaseAnimating *this_01;
this_01 = *(CBaseAnimating **)(this + 0x118);
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 != *(float *)(this_01 + 0x2b20)) {
if (this_01[0x6c] == (CBaseAnimating)0x0) {
this_00 = *(CBaseEdict **)(this_01 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(float *)(this_01 + 0x2b20) = fVar1;
this_01 = *(CBaseAnimating **)(this + 0x118);
}
else {
this_01[0x70] = (CBaseAnimating)((byte)this_01[0x70] | 1);
*(float *)(this_01 + 0x2b20) = fVar1;
this_01 = *(CBaseAnimating **)(this + 0x118);
}
}
CBaseAnimating::ResetSequenceInfo(this_01);
CMultiPlayerAnimState::RestartMainSequence((CMultiPlayerAnimState *)this);
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.