GetDeathPoseActivity
0x00442880 · 335 bytes · __cdecl
_Z20GetDeathPoseActivityP14CBaseAnimatingRK15CTakeDamageInfob
Decompiled
undefined (3 params)
/* GetDeathPoseActivity(CBaseAnimating*, CTakeDamageInfo const&, bool) */
int GetDeathPoseActivity(CBaseAnimating *param_1,CTakeDamageInfo *param_2,bool param_3)
{
bool bVar1;
int iVar2;
float fVar3;
float fVar4;
float local_30;
float local_2c;
float local_28;
float local_24;
float local_20;
float local_1c;
float local_18;
float local_14;
float local_10;
if (param_1 == (CBaseAnimating *)0x0) {
iVar2 = -1;
}
else {
(**(code **)(*(int *)param_1 + 0x24c))(param_1,&local_30,&local_24,0);
local_10 = -*(float *)(param_2 + 8);
local_14 = -*(float *)(param_2 + 4);
local_18 = -*(float *)param_2;
VectorNormalize((Vector *)&local_18);
fVar3 = local_2c * local_14 + local_30 * local_18 + local_28 * local_10;
fVar4 = local_14 * local_20 + local_18 * local_24 + local_10 * local_1c;
bVar1 = fVar3 < 0.0;
if (bVar1) {
fVar3 = -fVar3;
}
if (fVar4 < 0.0) {
if (fVar3 < -fVar4) {
return (-(uint)!param_3 & 0xfffffffc) + 0x197;
}
}
else if (fVar3 < fVar4) {
return (-(uint)!param_3 & 0xfffffffc) + 0x195;
}
if (!bVar1) {
return (-(uint)!param_3 & 0xfffffffc) + 0x194;
}
iVar2 = (-(uint)!param_3 & 0xfffffffc) + 0x196;
}
return iVar2;
}
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.