CBaseAnimatingOverlay::RestartGesture
0x005ee110 · 323 bytes · __cdecl
_ZN21CBaseAnimatingOverlay14RestartGestureE8Activitybb
Decompiled
undefined (3 params)
/* CBaseAnimatingOverlay::RestartGesture(Activity, bool, bool) */
void CBaseAnimatingOverlay::RestartGesture
(CBaseAnimatingOverlay *param_1,undefined4 param_2,char param_3)
{
undefined4 uVar1;
int iVar2;
CBaseEdict *pCVar3;
int iVar4;
int iVar5;
int iVar6;
iVar4 = FindGestureLayer(param_1,param_2);
if (iVar4 == -1) {
if (param_3 != '\0') {
AddGesture();
return;
}
}
else {
iVar4 = iVar4 * 0x4c;
iVar6 = *(int *)(param_1 + 0x13f4) + iVar4;
if (*(float *)(iVar6 + 0xc) != 0.0) {
iVar2 = *(int *)(iVar6 + 0x48);
if (iVar2 != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar2 + 0x78) = 0;
*(undefined4 *)(iVar2 + 0x74) = uVar1;
}
*(undefined4 *)(iVar6 + 0xc) = 0;
iVar6 = *(int *)(param_1 + 0x13f4) + iVar4;
}
if (*(float *)(iVar6 + 0x10) != 0.0) {
iVar2 = *(int *)(iVar6 + 0x48);
if (iVar2 != 0) {
if (*(char *)(iVar2 + 0x6c) == '\0') {
pCVar3 = *(CBaseEdict **)(iVar2 + 0x30);
if (pCVar3 != (CBaseEdict *)0x0) {
*(uint *)pCVar3 = *(uint *)pCVar3 | 0x101;
iVar5 = CBaseEdict::GetChangeAccessor(pCVar3);
*(undefined2 *)(iVar5 + 2) = 0;
}
}
else {
*(byte *)(iVar2 + 0x70) = *(byte *)(iVar2 + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar2 + 0x78) = 0;
*(undefined4 *)(iVar2 + 0x74) = uVar1;
}
*(undefined4 *)(iVar6 + 0x10) = 0;
iVar6 = iVar4 + *(int *)(param_1 + 0x13f4);
}
*(undefined4 *)(iVar6 + 0x40) = 0;
}
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.