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 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.