L L4D2node

CRagdollProp::SetOverlaySequence

0x00797f60 · 160 bytes · __thiscall

_ZN12CRagdollProp18SetOverlaySequenceE8Activity

Decompiled

undefined (2 params)

/* CRagdollProp::SetOverlaySequence(Activity) */

void __thiscall CRagdollProp::SetOverlaySequence(CRagdollProp *this,undefined4 param_2)

{
  CBaseEdict *pCVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = (**(code **)(*(int *)this + 0x340))(this,param_2);
  if (iVar2 < 0) {
    if (*(int *)(this + 0x1ed4) != -1) {
      if (this[0x6c] == (CRagdollProp)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] = (CRagdollProp)((byte)this[0x70] | 1);
      }
      *(undefined4 *)(this + 0x1ed4) = 0xffffffff;
      return;
    }
  }
  else if (iVar2 != *(int *)(this + 0x1ed4)) {
    if (this[0x6c] == (CRagdollProp)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CRagdollProp)((byte)this[0x70] | 1);
    }
    *(int *)(this + 0x1ed4) = iVar2;
  }
  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)