Motion_SetKeyAngles
0x00592870 · 67 bytes · __cdecl
_Z19Motion_SetKeyAnglesiR10Quaternion
Decompiled
undefined (2 params)
/* Motion_SetKeyAngles(int, Quaternion&) */
bool Motion_SetKeyAngles(int param_1,Quaternion *param_2)
{
bool bVar1;
int iVar2;
bVar1 = param_1 + 3U < 7;
if (bVar1) {
iVar2 = param_1 * 0x1c + g_KeyFramePtr;
*(undefined4 *)(iVar2 + 0xc) = *(undefined4 *)param_2;
*(undefined4 *)(iVar2 + 0x10) = *(undefined4 *)(param_2 + 4);
*(undefined4 *)(iVar2 + 0x14) = *(undefined4 *)(param_2 + 8);
*(undefined4 *)(iVar2 + 0x18) = *(undefined4 *)(param_2 + 0xc);
}
return bVar1;
}
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.