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 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.