CMultiPlayerAnimState::CalcMovementPlaybackRate
0x0046cb50 · 186 bytes · __thiscall
_ZN21CMultiPlayerAnimState24CalcMovementPlaybackRateEPb
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::CalcMovementPlaybackRate(bool*) */
longdouble __thiscall
CMultiPlayerAnimState::CalcMovementPlaybackRate(CMultiPlayerAnimState *this,bool *param_1)
{
longdouble lVar1;
float fVar2;
float fVar3;
float local_18;
float local_14;
GetOuterAbsVelocity(this,(Vector *)&local_18);
*param_1 = false;
fVar2 = SQRT(local_14 * local_14 + local_18 * local_18);
if (0.5 < fVar2) {
lVar1 = (longdouble)(**(code **)(*(int *)this + 0x6c))(this);
fVar3 = 0.01;
if (0.001 <= (float)lVar1) {
fVar2 = fVar2 / (float)lVar1;
*param_1 = true;
if (0.01 <= fVar2) {
fVar3 = fVar2;
}
if (10.0 <= fVar3) {
fVar3 = 10.0;
}
}
else {
*param_1 = true;
}
return (longdouble)fVar3;
}
return (longdouble)1.0;
}
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.