CMultiPlayerAnimState::DebugGestureInfo
0x0046bcb0 · 459 bytes · __thiscall
_ZN21CMultiPlayerAnimState16DebugGestureInfoEv
Decompiled
undefined (1 param)
/* CMultiPlayerAnimState::DebugGestureInfo() */
void __thiscall CMultiPlayerAnimState::DebugGestureInfo(CMultiPlayerAnimState *this)
{
int iVar1;
float fVar2;
float fVar3;
float fVar4;
CBaseEntity *this_00;
char *pcVar5;
undefined4 uVar6;
undefined4 uVar7;
int iVar8;
CStudioHdr *pCVar9;
char *pcVar10;
CStudioHdr *pCVar11;
int iVar12;
int iVar13;
int iVar14;
this_00 = *(CBaseEntity **)(this + 0x1c);
if (this_00 == (CBaseEntity *)0x0) {
return;
}
Anim_StatePrintf(0xc,"%s\n","Server");
iVar12 = 0xd;
iVar13 = 0;
do {
while (iVar1 = *(int *)(this + 8) + iVar13 * 0x18, iVar14 = iVar12, iVar1 == 0) {
LAB_0046bdde:
iVar13 = iVar13 + 1;
iVar12 = iVar14;
if (iVar13 == 7) {
return;
}
}
if (*(char *)(iVar1 + 10) != '\0') {
pcVar5 = "sv_zoo_tint_loop";
iVar14 = *(int *)(iVar1 + 0x14);
if (*(char *)(iVar1 + 9) == '\0') {
pcVar5 = "--- Flags ---";
}
fVar2 = *(float *)(iVar14 + 0x18);
pcVar10 = "-";
fVar3 = *(float *)(iVar14 + 0x14);
fVar4 = *(float *)(iVar14 + 0xc);
if (*(char *)(iVar1 + 8) != '\0') {
pcVar10 = "autokill";
}
iVar14 = *(int *)(iVar14 + 8);
pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
if (pCVar9 == (CStudioHdr *)0x0) {
iVar8 = CBaseEntity::GetModel(this_00);
if (iVar8 == 0) {
pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
pCVar9 = *(CStudioHdr **)(this_00 + 0x13e0);
}
pCVar11 = (CStudioHdr *)0x0;
if (pCVar9 != (CStudioHdr *)0x0) goto LAB_0046bd5e;
}
else {
LAB_0046bd5e:
pCVar11 = (CStudioHdr *)0x0;
if (*(int *)pCVar9 != 0) {
pCVar11 = pCVar9;
}
}
uVar6 = GetSequenceName(pCVar11,iVar14);
iVar14 = iVar12 + 1;
uVar7 = ActivityList_NameForIndex(*(int *)(iVar1 + 4));
Anim_StatePrintf(iVar12,"Gesture Slot %d(%s): %s %s(%s, %s, C:%f W:%f R:%f)\n",iVar13,
(&s_aGestureSlotNames)[iVar13],uVar7,uVar6,pcVar10,pcVar5 + 0xc,(double)fVar4
,(double)fVar3,(double)fVar2);
goto LAB_0046bdde;
}
iVar14 = iVar13 + 1;
Anim_StatePrintf(iVar12,"Gesture Slot %d(%s): NOT ACTIVE!\n",iVar13,
(&s_aGestureSlotNames)[iVar13]);
iVar12 = iVar12 + 1;
iVar13 = iVar14;
if (iVar14 == 7) {
return;
}
} while( true );
}
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.