CBasePlayerAnimState::OnNewModel
0x0041dcd0 · 335 bytes · __thiscall
_ZN20CBasePlayerAnimState10OnNewModelEv
Decompiled
undefined (1 param)
/* CBasePlayerAnimState::OnNewModel() */
void __thiscall CBasePlayerAnimState::OnNewModel(CBasePlayerAnimState *this)
{
CBaseEntity *this_00;
int iVar1;
undefined4 uVar2;
CBasePlayerAnimState *pCVar3;
int iVar4;
longdouble lVar5;
CStudioHdr *local_20;
if (*(int *)(this + 0x18) != 0) {
this_00 = *(CBaseEntity **)(this + 0x14);
local_20 = *(CStudioHdr **)(this_00 + 0x13e0);
if (local_20 == (CStudioHdr *)0x0) {
iVar4 = CBaseEntity::GetModel(this_00);
if (iVar4 == 0) {
local_20 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
local_20 = *(CStudioHdr **)(this_00 + 0x13e0);
}
if (local_20 == (CStudioHdr *)0x0) goto LAB_0041dd4e;
}
if (*(int *)local_20 != 0) {
iVar4 = 0;
pCVar3 = this;
do {
uVar2 = CBaseFlex::FindFlexController
(*(CBaseFlex **)(this + 0x18),(&s_flexToPose)[iVar4 * 2]);
*(undefined4 *)(pCVar3 + 0xac) = uVar2;
iVar1 = iVar4 * 2;
iVar4 = iVar4 + 1;
uVar2 = CBaseAnimating::LookupPoseParameter
(*(CBaseAnimating **)(this + 0x18),local_20,
(&PTR_s_jaw_controller_00c0b804)[iVar1]);
*(undefined4 *)(pCVar3 + 0xbc) = uVar2;
pCVar3 = pCVar3 + 4;
} while (iVar4 != 4);
}
}
LAB_0041dd4e:
lVar5 = (longdouble)CountdownTimer::Now();
if ((float)lVar5 + 1.0 != *(float *)(this + 0x2c)) {
(**(code **)(*(int *)(this + 0x24) + 4))(this + 0x24,this + 0x2c);
*(float *)(this + 0x2c) = (float)lVar5 + 1.0;
}
if (*(float *)(this + 0x28) != 1.0) {
(**(code **)(*(int *)(this + 0x24) + 4))(this + 0x24,this + 0x28);
*(undefined4 *)(this + 0x28) = 0x3f800000;
}
(**(code **)(*(int *)this + 0x5c))(this);
(**(code **)(*(int *)this + 0xc))(this);
*(undefined4 *)(this + 0xd8) = 0;
*(undefined4 *)(this + 0xec) = 0;
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.