L L4D2node

CEnvEffectsScript::InputSetSequence

0x0068daf0 · 207 bytes · __thiscall

_ZN17CEnvEffectsScript16InputSetSequenceER11inputdata_t

Decompiled

undefined (2 params)

/* CEnvEffectsScript::InputSetSequence(inputdata_t&) */

void __thiscall CEnvEffectsScript::InputSetSequence(CEnvEffectsScript *this,inputdata_t *param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  
  if ((*(int *)(param_1 + 0x18) == 2) && (*(char **)(param_1 + 8) != (char *)0x0)) {
    iVar2 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,*(char **)(param_1 + 8));
    if (iVar2 != -1) {
      CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar2);
      CBaseAnimating::ResetSequenceInfo((CBaseAnimating *)this);
      if (*(float *)(this + 0x490) != 0.0) {
        if (this[0x6c] == (CEnvEffectsScript)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CEnvEffectsScript)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x490) = 0;
      }
      if (*(float *)(this + 0x468) != 1.0) {
        if (this[0x6c] == (CEnvEffectsScript)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar2 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CEnvEffectsScript)((byte)this[0x70] | 1);
        }
        *(undefined4 *)(this + 0x468) = 0x3f800000;
        return;
      }
    }
  }
  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)