L L4D2node

CDynamicProp::InputSetAnimation

0x007efeb0 · 171 bytes · __thiscall

_ZN12CDynamicProp17InputSetAnimationER11inputdata_t

Decompiled

undefined (2 params)

/* CDynamicProp::InputSetAnimation(inputdata_t&) */

void __thiscall CDynamicProp::InputSetAnimation(CDynamicProp *this,inputdata_t *param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  char cVar2;
  char *pcVar3;
  int iVar4;
  
  if (*(int *)(param_1 + 0x18) == 2) {
    pcVar3 = "";
    if (*(char **)(param_1 + 8) != (char *)0x0) {
      pcVar3 = *(char **)(param_1 + 8);
    }
  }
  else {
    pcVar3 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
  }
  PropSetAnim(this,pcVar3);
  cVar2 = ShouldSetCreateTime(this,param_1);
  if ((cVar2 != '\0') && (fVar1 = *(float *)(gpGlobals + 0xc), fVar1 != *(float *)(this + 0x98))) {
    if (this[0x6c] == (CDynamicProp)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar4 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar4 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CDynamicProp)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x98) = fVar1;
    return;
  }
  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)