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 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.