L L4D2node

CEnvParticleScript::InputSetSequence

0x00692740 · 65 bytes · __thiscall

_ZN18CEnvParticleScript16InputSetSequenceER11inputdata_t

Decompiled

undefined (2 params)

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

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

{
  int iVar1;
  
  if ((*(int *)(param_1 + 0x18) == 2) && (*(char **)(param_1 + 8) != (char *)0x0)) {
    iVar1 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,*(char **)(param_1 + 8));
    if (iVar1 != -1) {
      CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar1);
      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)