L L4D2node

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 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)