CDynamicProp::PropSetSequence
0x007ef5e0 · 294 bytes · __thiscall
_ZN12CDynamicProp15PropSetSequenceEi
Decompiled
undefined (2 params)
/* CDynamicProp::PropSetSequence(int) */
void __thiscall CDynamicProp::PropSetSequence(CDynamicProp *this,int param_1)
{
float fVar1;
char cVar2;
longdouble lVar3;
float fVar4;
undefined1 local_24 [16];
int local_14;
float local_10 [2];
fVar1 = *(float *)(this + 0x528);
*(int *)(this + 0x1584) = param_1;
fVar4 = *(float *)(this + 0x468);
if (0.0 <= fVar1) {
if (fVar1 <= 1.0) {
fVar4 = fVar4 * (1.0 - fVar1);
}
else {
fVar4 = 0.0;
}
}
cVar2 = CBaseAnimating::GotoSequence
((CBaseAnimating *)this,*(int *)(this + 0x494),*(float *)(this + 0x490),fVar4,
param_1,&local_14,local_10,(int *)(this + 0x1588));
if (cVar2 != '\0') {
FinishSetSequence(this,local_14);
}
CBaseEntity::ThinkSet((_func_void *)local_24,(float)this,(char *)AnimThink);
lVar3 = (longdouble)CBaseEntity::GetNextThink((CBaseEntity *)this,(char *)0x0);
if ((float)lVar3 <= *(float *)(gpGlobals + 0xc)) {
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
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.