L L4D2node

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 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)