L L4D2node

CBaseAnimating::SetBodygroup

0x005e2720 · 196 bytes · __thiscall

_ZN14CBaseAnimating12SetBodygroupEii.part.122

Decompiled

undefined (3 params)

/* CBaseAnimating::SetBodygroup(int, int) [clone .part.122] */

void __thiscall CBaseAnimating::SetBodygroup(CBaseAnimating *this,int param_1,int param_2)

{
  CBaseEdict *this_00;
  CBaseEntity *in_EAX;
  int iVar1;
  int iVar2;
  CStudioHdr *pCVar3;
  int in_ECX;
  int in_EDX;
  CStudioHdr *pCVar4;
  int local_10;
  
  local_10 = *(int *)(in_EAX + 0x45c);
  pCVar3 = *(CStudioHdr **)(in_EAX + 0x13e0);
  if (pCVar3 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel(in_EAX);
    if (iVar2 == 0) {
      pCVar3 = *(CStudioHdr **)(in_EAX + 0x13e0);
    }
    else {
      LockStudioHdr((CBaseAnimating *)in_EAX);
      pCVar3 = *(CStudioHdr **)(in_EAX + 0x13e0);
    }
    pCVar4 = (CStudioHdr *)0x0;
    if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e2745;
  }
  pCVar4 = (CStudioHdr *)0x0;
  if (*(int *)pCVar3 != 0) {
    pCVar4 = pCVar3;
  }
LAB_005e2745:
  ::SetBodygroup(pCVar4,&local_10,in_EDX,in_ECX);
  iVar2 = local_10;
  if (local_10 != *(int *)(in_EAX + 0x45c)) {
    if (in_EAX[0x6c] == (CBaseEntity)0x0) {
      this_00 = *(CBaseEdict **)(in_EAX + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
    }
    else {
      in_EAX[0x70] = (CBaseEntity)((byte)in_EAX[0x70] | 1);
    }
    *(int *)(in_EAX + 0x45c) = iVar2;
  }
  return;
}

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)