CDynamicProp::AnimThink
0x007efb20 · 680 bytes · __thiscall
_ZN12CDynamicProp9AnimThinkEv
Decompiled
undefined (1 param)
/* CDynamicProp::AnimThink() */
void __thiscall CDynamicProp::AnimThink(CDynamicProp *this)
{
float fVar1;
CBaseEntity *this_00;
uint uVar2;
int iVar3;
undefined *puVar4;
longdouble lVar5;
if (*(short *)(this + 0x159c) != -1) {
FinishSetSequence(this,(int)*(short *)(this + 0x159c));
*(undefined2 *)(this + 0x159c) = 0xffff;
}
if ((this[0x158c] != (CDynamicProp)0x0) &&
(*(float *)(this + 0x1590) <= *(float *)(gpGlobals + 0xc) &&
*(float *)(gpGlobals + 0xc) != *(float *)(this + 0x1590))) {
iVar3 = (**(code **)(*(int *)this + 0x340))(this,1);
CBaseAnimating::ResetSequence((CBaseAnimating *)this,iVar3);
CBaseAnimating::ResetClientsideFrame((CBaseAnimating *)this);
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1550),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
fVar1 = *(float *)(gpGlobals + 0xc);
lVar5 = (longdouble)
(**(code **)(*random_valve + 4))
(random_valve,*(undefined4 *)(this + 0x1594),*(undefined4 *)(this + 0x1598));
*(float *)(this + 0x1590) = (float)lVar5 + fVar1;
}
if (*(int *)(this + 0x1588) < 1) {
if ((*(int *)(this + 0x1588) != 0) && (*(float *)(this + 0x490) <= 0.0)) goto LAB_007efc80;
}
else if (0.999 <= *(float *)(this + 0x490)) {
LAB_007efc80:
if (this[0x489] == (CDynamicProp)0x0) {
if (*(int *)(this + 0x1584) == *(int *)(this + 0x494)) {
COutputEvent::FireOutput
((COutputEvent *)(this + 0x1568),(CBaseEntity *)0x0,(CBaseEntity *)this,0.0);
if (this[0x158c] == (CDynamicProp)0x0) {
if (*(char **)(this + 0x1580) != (char *)0x0) {
PropSetAnim(this,*(char **)(this + 0x1580));
}
}
else {
CBaseEntity::SetNextThink
((CBaseEntity *)this,
*(float *)(this + 0x1590) + *(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
}
}
else {
PropSetSequence(this,*(int *)(this + 0x1584));
}
goto LAB_007efbb9;
}
}
CBaseEntity::SetNextThink((CBaseEntity *)this,*(float *)(gpGlobals + 0xc) + 0.1,(char *)0x0);
LAB_007efbb9:
(**(code **)(*(int *)this + 0x32c))(this);
(**(code **)(*(int *)this + 0x364))(this,this);
CBoneFollowerManager::UpdateBoneFollowers
((CBoneFollowerManager *)(this + 0x15a4),(CBaseAnimating *)this);
if ((this[0x159f] != (CDynamicProp)0x0) && (uVar2 = *(uint *)(this + 0x18c), uVar2 != 0xffffffff))
{
while ((puVar4 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
((*(uint *)(puVar4 + 8) == uVar2 >> 0xc &&
(this_00 = *(CBaseEntity **)(puVar4 + 4), this_00 != (CBaseEntity *)0x0))))) {
CBaseEntity::PhysicsTouchTriggers(this_00,(Vector *)0x0);
uVar2 = *(uint *)(this_00 + 400);
if (uVar2 == 0xffffffff) {
return;
}
}
}
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.