CBaseAnimating::CopyAnimationDataFrom
0x005e70f0 · 351 bytes · __thiscall
_ZN14CBaseAnimating21CopyAnimationDataFromEPS_
Decompiled
undefined (2 params)
/* CBaseAnimating::CopyAnimationDataFrom(CBaseAnimating*) */
void __thiscall CBaseAnimating::CopyAnimationDataFrom(CBaseAnimating *this,CBaseAnimating *param_1)
{
float fVar1;
CBaseEdict *pCVar2;
code *pcVar3;
undefined1 *puVar4;
int iVar5;
int iVar6;
undefined4 uVar7;
undefined1 *local_20 [4];
(**(code **)(*(int *)param_1 + 0x20))(local_20,param_1);
*(undefined1 **)(this + 0x260) = local_20[0];
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
puVar4 = &DAT_00d539c2;
if (local_20[0] != (undefined1 *)0x0) {
puVar4 = local_20[0];
}
iVar5 = (**(code **)(*soundemitterbase + 0x88))(soundemitterbase,puVar4);
if (iVar5 != *(int *)(this + 0xf4)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar6 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar6 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
*(int *)(this + 0xf4) = iVar5;
}
pcVar3 = *(code **)(*(int *)this + 0x24);
uVar7 = (**(code **)(*(int *)param_1 + 0x1c))(param_1);
(*pcVar3)(this,uVar7);
fVar1 = *(float *)(param_1 + 0x490);
if (fVar1 != *(float *)(this + 0x490)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar5 + 2) = 0;
}
*(float *)(this + 0x490) = fVar1;
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
*(float *)(this + 0x490) = fVar1;
}
}
CBaseEntity::SetEffects((CBaseEntity *)this,*(uint *)(param_1 + 0xd4) | 8);
SetSequence(this,*(int *)(param_1 + 0x494));
*(undefined4 *)(this + 0x90) = *(undefined4 *)(param_1 + 0x90);
*(undefined4 *)(this + 0x45c) = *(undefined4 *)(param_1 + 0x45c);
*(undefined4 *)(this + 0x458) = *(undefined4 *)(param_1 + 0x458);
LockStudioHdr(this);
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.