CSprite::Animate
0x004c3650 · 261 bytes · __thiscall
_ZN7CSprite7AnimateEf
Decompiled
undefined (2 params)
/* CSprite::Animate(float) */
void __thiscall CSprite::Animate(CSprite *this,float param_1)
{
CBaseEdict *pCVar1;
float fVar2;
int iVar3;
ushort in_FPUStatusWord;
float fVar4;
float fVar5;
fVar4 = *(float *)(this + 0x44c);
fVar5 = param_1 + fVar4;
if (fVar4 != fVar5) {
if (this[0x6c] == (CSprite)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
*(float *)(this + 0x44c) = fVar5;
fVar4 = fVar5;
}
fVar5 = *(float *)(this + 0x474);
if (fVar5 < fVar4) {
if (((byte)this[0x148] & 2) != 0) {
TurnOff(this);
return;
}
fVar2 = fVar4;
if (0.0 < fVar5) {
do {
fVar2 = fVar2 - (fVar2 / fVar5) * fVar5;
} while ((in_FPUStatusWord & 0x400) != 0);
if (fVar2 != fVar4) {
if (this[0x6c] == (CSprite)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CSprite)((byte)this[0x70] | 1);
}
*(float *)(this + 0x44c) = fVar2;
return;
}
}
}
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.