CBasePlayerAnimState::ComputeMainSequence
0x0041eae0 · 863 bytes · __thiscall
_ZN20CBasePlayerAnimState19ComputeMainSequenceEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CBasePlayerAnimState::ComputeMainSequence() */
void __thiscall CBasePlayerAnimState::ComputeMainSequence(CBasePlayerAnimState *this)
{
CBaseAnimating *this_00;
undefined4 uVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
int iVar6;
int iVar7;
float fVar8;
CBaseAnimating *pCVar9;
code *local_44;
undefined4 local_34;
undefined4 local_30;
undefined4 local_28;
undefined4 local_24;
int local_20;
local_34 = 0;
local_30 = 0;
if (___atan2f_finite == 0) {
local_20 = 0;
}
else {
(**(code **)(___atan2f_finite + 0x50))
(___atan2f_finite,&local_34,0,0,0,0,
"/data/src/game/server/../../game/shared/base_playeranimstate.cpp",0x1a2,
&ComputeMainSequence()::tm_fmt,"(%s)%s","Unaccounted",
"CBasePlayerAnimState::ComputeMainSequence");
local_20 = ___atan2f_finite;
}
iVar7 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
if ((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) {
/* try { // try from 0041ecd6 to 0041ed24 has its CatchHandler @ 0041ee66 */
iVar4 = ThreadGetCurrentId();
if (iVar7 == iVar4) {
if ((char *)*_DAT_0105d15c != "CBasePlayerAnimState::ComputeMainSequence") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0b11c,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
}
this_00 = *(CBaseAnimating **)(this + 0x14);
/* try { // try from 0041eb9c to 0041ec77 has its CatchHandler @ 0041ee7b */
uVar3 = (**(code **)(*(int *)this + 0x2c))(this);
uVar1 = *(undefined4 *)(this + 0xa0);
uVar3 = (**(code **)(*(int *)this + 0x50))(this,uVar3);
*(undefined4 *)(this + 0xa0) = uVar3;
iVar4 = (**(code **)(*(int *)this + 0x58))(this,uVar3);
iVar5 = CBaseAnimating::GetSequenceActivity(this_00,*(int *)(this_00 + 0x494));
iVar6 = CBaseAnimating::GetSequenceActivity(this_00,iVar4);
iVar7 = _DAT_0105db00;
if (iVar5 == iVar6) {
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar4 = ThreadGetCurrentId();
if (iVar7 == iVar4) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
return;
}
}
else {
iVar7 = 0;
if (-1 < iVar4) {
iVar7 = iVar4;
}
fVar8 = *(float *)(this_00 + 0x490);
cVar2 = (**(code **)(*(int *)this_00 + 0x338))(this_00);
if (cVar2 != '\0') {
fVar8 = 1.0;
}
CBaseAnimating::ResetSequence(this_00,iVar7);
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
if (cVar2 != '\0') {
if (0.99 <= fVar8) {
/* try { // try from 0041ed90 to 0041edb3 has its CatchHandler @ 0041ee7b */
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))(this_00);
pCVar9 = (CBaseAnimating *)0x0;
if (cVar2 != '\0') {
pCVar9 = this_00;
}
local_44 = *(code **)(*(int *)pCVar9 + 0x624);
uVar3 = CBaseAnimating::GetSequenceActivity(this_00,iVar7);
}
else {
cVar2 = (**(code **)(*(int *)this_00 + 0x16c))();
pCVar9 = (CBaseAnimating *)0x0;
if (cVar2 != '\0') {
pCVar9 = this_00;
}
local_44 = *(code **)(*(int *)pCVar9 + 0x628);
uVar3 = CBaseAnimating::GetSequenceActivity(this_00,iVar7);
}
(*local_44)(pCVar9,uVar3,uVar1);
}
iVar7 = _DAT_0105db00;
if ((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) {
iVar4 = ThreadGetCurrentId();
if (iVar7 == iVar4) {
cVar2 = CVProfNode::ExitScope();
if (cVar2 != '\0') {
_DAT_0105d15c = (int *)_DAT_0105d15c[0x19];
}
DAT_0105d158 = _DAT_0105d15c == (int *)0x105d160;
}
}
if (local_20 != 0) {
(**(code **)(local_20 + 0x54))(local_20,local_28,local_24,0,0,0);
}
}
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.