CMultiPlayerAnimState::ComputeMainSequence
0x0046a560 · 869 bytes · __thiscall
_ZN21CMultiPlayerAnimState19ComputeMainSequenceEv
Decompiled
undefined (1 param)
/* WARNING: Globals starting with '_' overlap smaller symbols at the same address */
/* CMultiPlayerAnimState::ComputeMainSequence() */
void __thiscall CMultiPlayerAnimState::ComputeMainSequence(CMultiPlayerAnimState *this)
{
CBaseAnimating *this_00;
code *pcVar1;
char cVar2;
undefined4 uVar3;
int iVar4;
int iVar5;
int iVar6;
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/multiplayer_animstate.cpp",0x50a,
&ComputeMainSequence()::tm_fmt,"(%s)%s","Unaccounted",
"CBasePlayerAnimState::ComputeMainSequence");
local_20 = ___atan2f_finite;
}
iVar6 = _DAT_0105db00;
local_28 = local_34;
local_24 = local_30;
/* try { // try from 0046a6b6 to 0046a704 has its CatchHandler @ 0046a8df */
if (((_DAT_0105d154 != 0) || (DAT_0105d158 == '\0')) &&
(iVar4 = ThreadGetCurrentId(), iVar6 == iVar4)) {
if ((char *)*_DAT_0105d15c != "CBasePlayerAnimState::ComputeMainSequence") {
_DAT_0105d15c =
(int *)CVProfNode::GetSubNode((char *)_DAT_0105d15c,0xc0b11c,(char *)0x1,0xbfafa1);
}
CVProfNode::EnterScope();
DAT_0105d158 = '\0';
}
/* try { // try from 0046a619 to 0046a64a has its CatchHandler @ 0046a8f4 */
uVar3 = (**(code **)(*(int *)this + 8))(this);
iVar6 = *(int *)(this + 0x108);
*(undefined4 *)(this + 0x114) = uVar3;
if (iVar6 < 0) {
LAB_0046a73d:
pcVar1 = *(code **)(*(int *)this + 0x34);
uVar3 = (**(code **)(*(int *)this + 0x18))(this,uVar3);
iVar4 = (*pcVar1)(this,uVar3);
iVar6 = 0;
if (-1 < iVar4) {
iVar6 = iVar4;
}
iVar4 = CBaseAnimating::GetSequenceActivity
(*(CBaseAnimating **)(this + 0x1c),
*(int *)(*(CBaseAnimating **)(this + 0x1c) + 0x494));
iVar5 = CBaseAnimating::GetSequenceActivity(*(CBaseAnimating **)(this + 0x1c),iVar6);
if (iVar4 != iVar5) {
pcVar1 = *(code **)(*(int *)this + 0x1c);
uVar3 = CBaseAnimating::GetSequenceActivity
(*(CBaseAnimating **)(this + 0x1c),
*(int *)(*(CBaseAnimating **)(this + 0x1c) + 0x494));
iVar4 = (*pcVar1)(this,uVar3);
pcVar1 = *(code **)(*(int *)this + 0x1c);
uVar3 = CBaseAnimating::GetSequenceActivity(*(CBaseAnimating **)(this + 0x1c),iVar6);
iVar5 = (*pcVar1)(this,uVar3);
if (((iVar4 != 10) && (iVar4 != 6)) || ((iVar5 != 10 && (iVar5 != 6)))) {
(**(code **)(*(int *)this + 0x38))(this);
}
CBaseAnimating::ResetSequence(*(CBaseAnimating **)(this + 0x1c),iVar6);
}
iVar6 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar4 = ThreadGetCurrentId(), iVar6 == 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 {
this_00 = *(CBaseAnimating **)(this + 0x1c);
if (iVar6 == *(int *)(this_00 + 0x494)) {
if (this_00[0x488] != (CBaseAnimating)0x0) {
*(undefined4 *)(this + 0x108) = 0xffffffff;
/* try { // try from 0046a734 to 0046a7f3 has its CatchHandler @ 0046a8f4 */
(**(code **)(*(int *)this + 0x38))(this);
uVar3 = *(undefined4 *)(this + 0x114);
goto LAB_0046a73d;
}
}
else {
CBaseAnimating::ResetSequence(this_00,iVar6);
}
iVar6 = _DAT_0105db00;
if (((DAT_0105d158 == '\0') || (_DAT_0105d154 != 0)) &&
(iVar4 = ThreadGetCurrentId(), iVar6 == 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.