SelectDeathPoseActivityAndFrame
0x004429e0 · 247 bytes · __cdecl
_Z31SelectDeathPoseActivityAndFrameP14CBaseAnimatingRK15CTakeDamageInfoiR8ActivityRib
Decompiled
undefined (6 params)
/* SelectDeathPoseActivityAndFrame(CBaseAnimating*, CTakeDamageInfo const&, int, Activity&, int&,
bool) */
void SelectDeathPoseActivityAndFrame
(CBaseAnimating *param_1,CTakeDamageInfo *param_2,int param_3,Activity *param_4,
int *param_5,bool param_6)
{
undefined4 uVar1;
int iVar2;
int *piVar3;
*(undefined4 *)param_4 = 0xffffffff;
*param_5 = 0;
piVar3 = *(int **)(param_1 + 0x13e0);
if (piVar3 == (int *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)param_1);
if (iVar2 == 0) {
piVar3 = *(int **)(param_1 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(param_1);
piVar3 = *(int **)(param_1 + 0x13e0);
}
if (piVar3 == (int *)0x0) {
return;
}
}
if (*piVar3 != 0) {
uVar1 = GetDeathPoseActivity(param_1,param_2,param_6);
*(undefined4 *)param_4 = uVar1;
switch(param_3) {
default:
*param_5 = 1;
return;
case 2:
case 3:
*param_5 = 2;
return;
case 4:
*param_5 = 3;
return;
case 5:
*param_5 = 4;
return;
case 6:
*param_5 = 5;
break;
case 7:
*param_5 = 6;
return;
}
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.