CBreakableProp::AnimateThink
0x007e8490 · 384 bytes · __thiscall
_ZN14CBreakableProp12AnimateThinkEv
Decompiled
undefined (1 param)
/* CBreakableProp::AnimateThink() */
void __thiscall CBreakableProp::AnimateThink(CBreakableProp *this)
{
CBaseEdict *this_00;
char cVar1;
int iVar2;
undefined1 local_14 [12];
if ((byte)((char)this[0x14af] - 6U) < 2) {
CBaseAnimating::StudioFrameAdvanceManual((CBaseAnimating *)this,0.1);
(**(code **)(*(int *)this + 0x364))(this,this);
CBaseEntity::SetNextThink
((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,"PropAnimateThink");
cVar1 = (**(code **)(*(int *)this + 0x338))(this);
if (cVar1 != '\0') {
if (this[0x14af] == (CBreakableProp)0x6) {
this[0x14af] = (CBreakableProp)0x4;
iVar2 = (**(code **)(*(int *)this + 0x340))(this,0x18d);
CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar2);
if (*(float *)(this + 0x468) != 1.0) {
if (this[0x6c] == (CBreakableProp)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CBreakableProp)((byte)this[0x70] | 1);
}
*(undefined4 *)(this + 0x468) = 0x3f800000;
}
CBaseAnimating::ResetClientsideFrame((CBaseAnimating *)this);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x14e0),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
}
else {
this[0x14af] = (CBreakableProp)0x5;
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1510),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
}
CBaseEntity::ThinkSet((_func_void *)local_14,(float)this,(char *)0x0);
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.