L L4D2node

CDynamicProp::PropSetAnim

0x007ef710 · 136 bytes · __thiscall

_ZN12CDynamicProp11PropSetAnimEPKc

Decompiled

undefined (2 params)

/* CDynamicProp::PropSetAnim(char const*) */

void __thiscall CDynamicProp::PropSetAnim(CDynamicProp *this,char *param_1)

{
  int iVar1;
  undefined4 uVar2;
  
  if (param_1 != (char *)0x0) {
    iVar1 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,param_1);
    if (iVar1 < 0) {
      uVar2 = CBaseEntity::GetDebugName((CBaseEntity *)this);
      Warning("Dynamic prop %s: no sequence named:%s\n",uVar2,param_1);
      CBaseAnimating::SetSequence((CBaseAnimating *)this,0);
      return;
    }
    PropSetSequence(this,iVar1);
    COutputEvent::FireOutput
              ((COutputEvent *)(this + 0x1550),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
  }
  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)