L L4D2node

CDynamicProp::FinishSetSequence

0x007ef3f0 · 431 bytes · __thiscall

_ZN12CDynamicProp17FinishSetSequenceEi

Decompiled

undefined (2 params)

/* CDynamicProp::FinishSetSequence(int) */

void __thiscall CDynamicProp::FinishSetSequence(CDynamicProp *this,int param_1)

{
  CBaseEdict *pCVar1;
  int iVar2;
  float fVar3;
  
  if (*(float *)(this + 0x490) != 0.0) {
    if (this[0x6c] == (CDynamicProp)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] = (CDynamicProp)((byte)this[0x70] | 1);
    }
    *(undefined4 *)(this + 0x490) = 0;
  }
  fVar3 = *(float *)(gpGlobals + 0xc);
  if (fVar3 != *(float *)(this + 0x90)) {
    if (this[0x6c] == (CDynamicProp)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] = (CDynamicProp)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x90) = fVar3;
  }
  CBaseAnimating::ResetSequence((CBaseAnimating *)this,param_1);
  CBaseAnimating::ResetClientsideFrame((CBaseAnimating *)this);
  CBaseEntity::RemoveFlag((CBaseEntity *)this,0x40000);
  iVar2 = *(int *)(this + 0x1588);
  fVar3 = 1.0;
  if (iVar2 < 1) {
    fVar3 = -1.0;
  }
  if (fVar3 != *(float *)(this + 0x468)) {
    if (this[0x6c] == (CDynamicProp)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar2 + 2) = 0;
        iVar2 = *(int *)(this + 0x1588);
      }
    }
    else {
      this[0x70] = (CDynamicProp)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x468) = fVar3;
  }
  fVar3 = 0.999;
  if (0 < iVar2) {
    fVar3 = 0.0;
  }
  if (fVar3 == *(float *)(this + 0x490)) {
    return;
  }
  if (this[0x6c] == (CDynamicProp)0x0) {
    pCVar1 = *(CBaseEdict **)(this + 0x30);
    if (pCVar1 != (CBaseEdict *)0x0) {
      *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
      iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
      *(undefined2 *)(iVar2 + 2) = 0;
    }
    *(float *)(this + 0x490) = fVar3;
  }
  else {
    this[0x70] = (CDynamicProp)((byte)this[0x70] | 1);
    *(float *)(this + 0x490) = fVar3;
  }
  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)