CRopeKeyframe::EnableWind
0x008097d0 · 97 bytes · __thiscall
_ZN13CRopeKeyframe10EnableWindEb
Decompiled
undefined (2 params)
/* CRopeKeyframe::EnableWind(bool) */
void __thiscall CRopeKeyframe::EnableWind(CRopeKeyframe *this,bool param_1)
{
uint uVar1;
CBaseEdict *this_00;
uint uVar2;
int iVar3;
uVar1 = *(uint *)(this + 0x444);
if (((uVar1 & 0x20) != (~-(uint)!param_1 & 0x20)) &&
(uVar2 = ~-(uint)!param_1 & 0x20 | uVar1, uVar1 != uVar2)) {
if (this[0x6c] == (CRopeKeyframe)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CRopeKeyframe)((byte)this[0x70] | 1);
}
*(uint *)(this + 0x444) = uVar2;
}
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.