L L4D2node

CBaseAnimating::ResetSequenceInfo

0x005e2f70 · 538 bytes · __thiscall

_ZN14CBaseAnimating17ResetSequenceInfoEv

Decompiled

undefined (1 param)

/* CBaseAnimating::ResetSequenceInfo() */

void __thiscall CBaseAnimating::ResetSequenceInfo(CBaseAnimating *this)

{
  CBaseEdict *pCVar1;
  byte bVar2;
  int iVar3;
  mstudioseqdesc_t *pmVar4;
  CStudioHdr *this_00;
  uint uVar5;
  longdouble lVar6;
  
  if ((*(int *)(ai_sequence_debug._28_4_ + 0x30) == 0) || (((byte)this[0x111] & 0x10) == 0)) {
    iVar3 = *(int *)(this + 0x494);
  }
  else {
    DevMsg("ResetSequenceInfo");
    iVar3 = *(int *)(this + 0x494);
  }
  if (iVar3 == -1) {
    SetSequence(this,0);
  }
  this_00 = *(CStudioHdr **)(this + 0x13e0);
  if (this_00 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 == 0) {
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (this_00 != (CStudioHdr *)0x0) goto LAB_005e2fb0;
  }
  else {
LAB_005e2fb0:
    if (*(int *)this_00 != 0) {
      lVar6 = (longdouble)
              (**(code **)(*(int *)this + 0x33c))(this,this_00,*(undefined4 *)(this + 0x494));
      *(float *)(this + 0x440) = (float)lVar6;
      bVar2 = GetSequenceFlags(this_00,*(int *)(this + 0x494));
      this[0x489] = (CBaseAnimating)(bVar2 & 1);
      this[0x489] = (CBaseAnimating)((byte)this[0x489] & 1);
      goto LAB_005e3005;
    }
  }
  *(undefined4 *)(this + 0x440) = 0;
  this_00 = (CStudioHdr *)0x0;
  this[0x489] = (CBaseAnimating)0x0;
LAB_005e3005:
  if (*(float *)(this + 0x468) != 1.0) {
    if (this[0x6c] == (CBaseAnimating)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x468) = 0x3f800000;
  }
  this[0x488] = (CBaseAnimating)0x0;
  *(undefined4 *)(this + 0x444) = 0;
  uVar5 = *(uint *)(this + 0x50c) + 1 & 7;
  if (*(uint *)(this + 0x50c) != uVar5) {
    if (this[0x6c] == (CBaseAnimating)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x50c) = uVar5;
  }
  uVar5 = *(uint *)(this + 0x510) + 1 & 7;
  if (*(uint *)(this + 0x510) != uVar5) {
    if (this[0x6c] == (CBaseAnimating)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
    }
    *(uint *)(this + 0x510) = uVar5;
  }
  if (this_00 == (CStudioHdr *)0x0) {
    return;
  }
  pmVar4 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(this_00,*(int *)(this + 0x494));
  SetEventIndexForSequence(pmVar4);
  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)