CModelSoundsCache::BuildAnimationEventSoundList
0x00469920 · 639 bytes · __cdecl
_ZN17CModelSoundsCache28BuildAnimationEventSoundListEP10CStudioHdrR10CUtlVectorIt10CUtlMemoryItiEE
Decompiled
undefined (2 params)
/* CModelSoundsCache::BuildAnimationEventSoundList(CStudioHdr*, CUtlVector<unsigned short,
CUtlMemory<unsigned short, int> >&) */
void CModelSoundsCache::BuildAnimationEventSoundList(CStudioHdr *param_1,CUtlVector *param_2)
{
int iVar1;
bool bVar2;
int iVar3;
int iVar4;
int iVar5;
char *pcVar6;
int in_GS_OFFSET;
int local_134;
char local_120 [256];
int local_20;
local_20 = *(int *)(in_GS_OFFSET + 0x14);
VerifySequenceIndex(param_1);
local_134 = 0;
do {
iVar3 = CStudioHdr::GetNumSeq(param_1);
if (iVar3 <= local_134) {
if (local_20 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
return;
}
iVar3 = 1;
iVar4 = CStudioHdr::pSeqdesc(param_1,local_134);
if (0 < *(int *)(iVar4 + 0x18)) {
do {
iVar5 = iVar3 * 0x50 + -0x50 + *(int *)(iVar4 + 0x1c) + iVar4;
iVar1 = *(int *)(iVar5 + 4);
if (iVar1 == 0x3f0) {
LAB_004699d7:
FindOrAddScriptSound(param_2,(char *)(iVar5 + 0xc));
}
else if (iVar1 < 0x3f1) {
if (iVar1 != 0xf) {
if (iVar1 != 0x3ec) {
LAB_00469b78:
if (((*(byte *)(iVar5 + 9) & 4) == 0) || (iVar1 != 0x10)) goto LAB_004699ee;
}
goto LAB_004699d7;
}
if ((*(byte *)(iVar5 + 8) & 0x10) != 0) {
if (*(char *)(iVar5 + 0xc) != '\0') goto LAB_004699d7;
Warning("-- Error --: empty soundname, .qc error on AE_CL_PLAYSOUND in model %s, sequence %s, animevent # %i\n"
,*(int *)param_1 + 0xc,*(int *)(iVar4 + 4) + iVar4,iVar3,*(int *)param_1);
}
}
else {
if (iVar1 == 0x138c) goto LAB_004699d7;
if ((iVar1 < 0x138c) || (1 < iVar1 - 0x1774U)) goto LAB_00469b78;
pcVar6 = (char *)(iVar5 + 0xc);
if (*(char *)(iVar5 + 0xc) == '\0') {
pcVar6 = "NPC_CombineS";
}
V_snprintf(local_120,0x100,"%s.RunFootstepLeft",pcVar6);
FindOrAddScriptSound(param_2,local_120);
V_snprintf(local_120,0x100,"%s.RunFootstepRight",pcVar6);
FindOrAddScriptSound(param_2,local_120);
V_snprintf(local_120,0x100,"%s.FootstepLeft",pcVar6);
FindOrAddScriptSound(param_2,local_120);
V_snprintf(local_120,0x100,"%s.FootstepRight",pcVar6);
FindOrAddScriptSound(param_2,local_120);
}
LAB_004699ee:
bVar2 = iVar3 < *(int *)(iVar4 + 0x18);
iVar3 = iVar3 + 1;
} while (bVar2);
}
local_134 = local_134 + 1;
} while( true );
}
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.