GetAnimationEvent
0x003fb5f0 · 288 bytes · __cdecl
_Z17GetAnimationEventP10CStudioHdriP11animevent_tffi
Decompiled
undefined (6 params)
/* GetAnimationEvent(CStudioHdr*, int, animevent_t*, float, float, int) */
int GetAnimationEvent(CStudioHdr *param_1,int param_2,animevent_t *param_3,float param_4,
float param_5,int param_6)
{
float fVar1;
int iVar2;
int iVar3;
mstudioseqdesc_t *pmVar4;
mstudioseqdesc_t *pmVar5;
if (((param_1 != (CStudioHdr *)0x0) && (iVar3 = CStudioHdr::GetNumSeq(param_1), param_2 < iVar3))
&& (param_3 != (animevent_t *)0x0)) {
pmVar4 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
iVar3 = *(int *)(pmVar4 + 0x18);
if ((iVar3 != 0) && (param_6 < iVar3)) {
if (((byte)pmVar4[0xd] & 0x20) == 0) {
SetEventIndexForSequence(pmVar4);
iVar2 = *(int *)(pmVar4 + 0x1c);
iVar3 = *(int *)(pmVar4 + 0x18);
if (iVar3 <= param_6) {
return 0;
}
}
else {
iVar2 = *(int *)(pmVar4 + 0x1c);
}
pmVar5 = pmVar4 + param_6 * 0x50 + iVar2;
do {
if (((uint)*(float *)(pmVar5 + 8) & 0x400) == 0) {
if ((int)*(float *)(pmVar5 + 4) < 5000) goto LAB_003fb665;
}
else if (((uint)*(float *)(pmVar5 + 8) & 1) != 0) {
LAB_003fb665:
fVar1 = *(float *)pmVar5;
if (((param_4 <= fVar1) && (fVar1 < param_5)) ||
(((((byte)pmVar4[0xc] & 1) != 0 && (param_5 < param_4)) &&
((param_4 <= fVar1 || (fVar1 < param_5)))))) {
*(undefined4 *)(param_3 + 0x14) = 0;
iVar3 = gpGlobals;
*(float *)(param_3 + 8) = *(float *)pmVar5;
*(undefined4 *)(param_3 + 0xc) = *(undefined4 *)(iVar3 + 0xc);
*(float *)param_3 = *(float *)(pmVar5 + 4);
*(mstudioseqdesc_t **)(param_3 + 4) = pmVar5 + 0xc;
*(float *)(param_3 + 0x10) = *(float *)(pmVar5 + 8);
return param_6 + 1;
}
}
param_6 = param_6 + 1;
pmVar5 = pmVar5 + 0x50;
} while (param_6 < iVar3);
}
}
return 0;
}
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.