L L4D2node

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 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)