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 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.