z_play_activity
0x0051ec40 · 117 bytes · __cdecl
_ZL15z_play_activityRK8CCommand
Decompiled
undefined (1 param)
/* z_play_activity(CCommand const&) */
void z_play_activity(CCommand *param_1)
{
CBasePlayer *pCVar1;
int *piVar2;
CBaseAnimating *this;
char *pcVar3;
int iVar4;
pCVar1 = (CBasePlayer *)UTIL_GetCommandClient();
piVar2 = (int *)FindPickerEntity(pCVar1);
if (piVar2 != (int *)0x0) {
this = (CBaseAnimating *)(**(code **)(*piVar2 + 0x14c))(piVar2);
if (this != (CBaseAnimating *)0x0) {
pcVar3 = "";
if (1 < *(int *)param_1) {
pcVar3 = *(char **)(param_1 + 0x40c);
}
iVar4 = CBaseAnimating::LookupActivity(this,pcVar3);
if (iVar4 != -1) {
iVar4 = (**(code **)(*(int *)this + 0x340))(this,iVar4);
if (iVar4 != -1) {
CBaseAnimating::SetSequence(this,iVar4);
}
}
}
}
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.