CBasePlayerAnimState::CalcMovementPlaybackRate
0x00421550 · 208 bytes · __thiscall
_ZN20CBasePlayerAnimState24CalcMovementPlaybackRateEPb
Decompiled
undefined (2 params)
/* CBasePlayerAnimState::CalcMovementPlaybackRate(bool*) */
longdouble __thiscall
CBasePlayerAnimState::CalcMovementPlaybackRate(CBasePlayerAnimState *this,bool *param_1)
{
char cVar1;
float fVar2;
float fVar3;
float local_18;
float local_14;
GetOuterAbsVelocity(this,(Vector *)&local_18);
*param_1 = false;
fVar2 = SQRT(local_18 * local_18 + local_14 * local_14);
if ((0.5 < fVar2) && (cVar1 = (**(code **)(*(int *)this + 0x40))(this), cVar1 != '\0')) {
fVar3 = 0.01;
if (0.001 <= *(float *)(this + 0x90)) {
fVar2 = fVar2 / *(float *)(this + 0x90);
fVar3 = 10.0;
if ((fVar2 <= 10.0) && (fVar3 = fVar2, fVar2 <= 0.01)) {
fVar3 = 0.01;
}
}
*param_1 = true;
return (longdouble)fVar3;
}
return (longdouble)1.0;
}
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.