CBaseAnimating::SetHitboxSetByName
0x005e5b70 · 149 bytes · __thiscall
_ZN14CBaseAnimating18SetHitboxSetByNameEPKc
Decompiled
undefined (2 params)
/* CBaseAnimating::SetHitboxSetByName(char const*) */
void __thiscall CBaseAnimating::SetHitboxSetByName(CBaseAnimating *this,char *param_1)
{
CBaseEdict *this_00;
int iVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e5b8e;
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_005e5b8e:
iVar1 = FindHitboxSetByName(pCVar4,param_1);
if (iVar1 != *(int *)(this + 0x460)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
*(int *)(this + 0x460) = iVar1;
}
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.