CRagdollProp::InitRagdollAnimation
0x00796e90 · 331 bytes · __thiscall
_ZN12CRagdollProp20InitRagdollAnimationEv
Decompiled
undefined (1 param)
/* CRagdollProp::InitRagdollAnimation() */
void __thiscall CRagdollProp::InitRagdollAnimation(CRagdollProp *this)
{
float fVar1;
CBaseEdict *pCVar2;
int iVar3;
fVar1 = *(float *)(gpGlobals + 0xc);
if (fVar1 == *(float *)(this + 0x90)) {
fVar1 = *(float *)(this + 0x468);
}
else {
if (this[0x6c] == (CRagdollProp)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
}
*(float *)(this + 0x90) = fVar1;
fVar1 = *(float *)(this + 0x468);
}
if (fVar1 == 0.0) {
fVar1 = *(float *)(this + 0x490);
}
else {
if (this[0x6c] == (CRagdollProp)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
}
fVar1 = *(float *)(this + 0x490);
*(undefined4 *)(this + 0x468) = 0;
}
if (fVar1 != 0.0) {
if (this[0x6c] == (CRagdollProp)0x0) {
pCVar2 = *(CBaseEdict **)(this + 0x30);
if (pCVar2 != (CBaseEdict *)0x0) {
*(uint *)pCVar2 = *(uint *)pCVar2 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar2);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x490) = 0;
}
iVar3 = (**(code **)(*(int *)this + 0x340))(this,0x18);
if (-1 < iVar3) {
CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar3);
return;
}
CBaseAnimating::ResetSequence((CBaseAnimating *)this,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.