CChainsaw::UpdatePoseParameters
0x00532ce0 · 308 bytes · __thiscall
_ZN9CChainsaw20UpdatePoseParametersEv
Decompiled
undefined (1 param)
/* CChainsaw::UpdatePoseParameters() */
void __thiscall CChainsaw::UpdatePoseParameters(CChainsaw *this)
{
float fVar1;
CBaseAnimating *this_00;
int iVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
CChainsaw *pCVar6;
float *pfVar7;
float fVar8;
float fVar9;
float local_24 [5];
if (*(int *)(this + 0x1804) != 0) {
local_24[0] = 1.0;
pfVar7 = local_24;
local_24[1] = 8.0;
pCVar6 = this;
do {
fVar8 = *(float *)(pCVar6 + 0x1820);
fVar1 = *(float *)(pCVar6 + 0x1828);
if (fVar1 != fVar8) {
fVar9 = *pfVar7 * *(float *)(gpGlobals + 0x10);
if (fVar1 <= fVar8) {
fVar8 = fVar8 - fVar9;
if (fVar8 <= fVar1) {
fVar8 = fVar1;
}
*(float *)(pCVar6 + 0x1820) = fVar8;
}
else {
fVar9 = fVar9 + fVar8;
if (fVar1 <= fVar9) {
fVar9 = fVar1;
}
*(float *)(pCVar6 + 0x1820) = fVar9;
}
}
this_00 = *(CBaseAnimating **)(this + 0x1808);
if (this_00 != (CBaseAnimating *)0x0) {
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
fVar8 = *(float *)(pCVar6 + 0x1820);
iVar2 = *(int *)(pCVar6 + 0x1830);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this_00);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(this_00);
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 != (CStudioHdr *)0x0) goto LAB_00532d74;
}
else {
LAB_00532d74:
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
}
CBaseAnimating::SetPoseParameter(this_00,pCVar5,iVar2,fVar8);
}
pfVar7 = pfVar7 + 1;
pCVar6 = pCVar6 + 4;
} while (pfVar7 != local_24 + 2);
}
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.