CBaseAnimating::Scorch
0x005e7b00 · 309 bytes · __thiscall
_ZN14CBaseAnimating6ScorchEii
Decompiled
undefined (3 params)
/* CBaseAnimating::Scorch(int, int) */
void __thiscall CBaseAnimating::Scorch(CBaseAnimating *this,int param_1,int param_2)
{
CBaseEdict *pCVar1;
CBaseAnimating CVar2;
CBaseAnimating CVar3;
int iVar4;
CBaseAnimating CVar5;
CBaseAnimating CVar6;
CVar5 = this[0x126];
CVar2 = (CBaseAnimating)((char)this[0x124] - (char)param_1);
if ((int)(uint)(byte)this[0x124] <= param_2) {
CVar2 = this[0x124];
}
CVar6 = this[0x125];
if (param_2 < (int)(uint)(byte)this[0x125]) {
CVar6 = (CBaseAnimating)((char)this[0x125] - (char)param_1);
}
if (param_2 < (int)(uint)(byte)CVar5) {
CVar5 = (CBaseAnimating)((char)CVar5 - (char)param_1);
}
CVar3 = this[0x125];
if (CVar2 != this[0x124]) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
CVar3 = this[0x125];
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
this[0x124] = CVar2;
}
if (CVar6 != CVar3) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
this[0x125] = CVar6;
}
if (CVar5 != this[0x126]) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar4 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar4 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
this[0x126] = CVar5;
}
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.