CBaseAnimating::SetModelScale
0x005de870 · 234 bytes · __thiscall
_ZN14CBaseAnimating13SetModelScaleEff
Decompiled
undefined (3 params)
/* CBaseAnimating::SetModelScale(float, float) */
void __thiscall CBaseAnimating::SetModelScale(CBaseAnimating *this,float param_1,float param_2)
{
float fVar1;
CBaseEdict *this_00;
char cVar2;
undefined4 *puVar3;
int iVar4;
if (0.0 < param_2) {
puVar3 = (undefined4 *)CBaseEntity::CreateDataObject((CBaseEntity *)this,3);
*puVar3 = *(undefined4 *)(this + 0x464);
iVar4 = gpGlobals;
puVar3[1] = param_1;
fVar1 = *(float *)(iVar4 + 0xc);
puVar3[3] = fVar1;
puVar3[2] = param_2 + fVar1;
return;
}
if (param_1 != *(float *)(this + 0x464)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
*(float *)(this + 0x464) = param_1;
}
cVar2 = CBaseEntity::HasDataObjectType((CBaseEntity *)this,3);
if (cVar2 == '\0') {
return;
}
CBaseEntity::DestroyDataObject((CBaseEntity *)this,3);
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.