L L4D2node

CBaseAnimating::Dissolve

0x005df090 · 536 bytes · __cdecl

_ZN14CBaseAnimating8DissolveEPKcfbi6Vectori

Decompiled

undefined (6 params)

/* CBaseAnimating::Dissolve(char const*, float, bool, int, Vector, int) */

undefined1
CBaseAnimating::Dissolve
          (CBaseEntity *param_1,char *param_2,float param_3,char param_4,int param_5,float param_6,
          float param_7,float param_8,int param_9)

{
  CBaseEdict *pCVar1;
  char cVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  int *piVar5;
  bool local_1d [13];
  
  if (((param_4 == '\0') || ((*(uint *)(param_1 + 0x150) & 0x2000) != 0)) &&
     ((*(uint *)(param_1 + 0x150) & 0x10000000) == 0)) {
    local_1d[0] = false;
    pCVar3 = (CBaseEntity *)CEntityDissolve::Create(param_1,param_2,param_3,param_5,local_1d);
    if (pCVar3 != (CBaseEntity *)0x0) {
      CBaseEntity::SetEffectEntity(param_1,pCVar3);
      CBaseEntity::AddFlag(param_1,0x10000000);
      *(float *)(param_1 + 0x48c) = param_3;
      if (((param_6 != *(float *)(pCVar3 + 0x460)) || (param_7 != *(float *)(pCVar3 + 0x464))) ||
         (param_8 != *(float *)(pCVar3 + 0x468))) {
        if (pCVar3[0x6c] == (CBaseEntity)0x0) {
          pCVar1 = *(CBaseEdict **)(pCVar3 + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
        }
        else {
          pCVar3[0x70] = (CBaseEntity)((byte)pCVar3[0x70] | 1);
        }
        *(float *)(pCVar3 + 0x460) = param_6;
        *(float *)(pCVar3 + 0x464) = param_7;
        *(float *)(pCVar3 + 0x468) = param_8;
      }
      if (param_9 != *(int *)(pCVar3 + 0x46c)) {
        if (pCVar3[0x6c] == (CBaseEntity)0x0) {
          pCVar1 = *(CBaseEdict **)(pCVar3 + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar4 + 2) = 0;
          }
        }
        else {
          pCVar3[0x70] = (CBaseEntity)((byte)pCVar3[0x70] | 1);
        }
        *(int *)(pCVar3 + 0x46c) = param_9;
      }
    }
    iVar4 = (**(code **)(*(int *)param_1 + 0x100))(param_1);
    if (iVar4 == 0) {
      if ((*(char **)(param_1 + 0x7c) != "prop_ragdoll") &&
         (cVar2 = CBaseEntity::ClassMatchesComplex(param_1,"prop_ragdoll"), cVar2 == '\0')) {
        return local_1d[0];
      }
      piVar5 = (int *)(**(code **)(*gameeventmanager + 0x1c))
                                (gameeventmanager,"ragdoll_dissolved",0,0);
      if (piVar5 != (int *)0x0) {
        iVar4 = 0;
        if (*(int *)(param_1 + 0x30) != 0) {
          iVar4 = *(int *)(param_1 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
        }
        (**(code **)(*piVar5 + 0x30))(piVar5,"entindex",iVar4);
        (**(code **)(*gameeventmanager + 0x20))(gameeventmanager,piVar5,0);
      }
    }
    return local_1d[0];
  }
  return 0;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)