CBaseAnimating::GetSequenceMovement
0x005e1ed0 · 139 bytes · __thiscall
_ZN14CBaseAnimating19GetSequenceMovementEiffR6VectorR6QAngle
Decompiled
undefined (6 params)
/* CBaseAnimating::GetSequenceMovement(int, float, float, Vector&, QAngle&) */
undefined4 __thiscall
CBaseAnimating::GetSequenceMovement
(CBaseAnimating *this,int param_1,float param_2,float param_3,Vector *param_4,
QAngle *param_5)
{
undefined4 uVar1;
int iVar2;
CStudioHdr *pCVar3;
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar3 == (CStudioHdr *)0x0) {
return 0;
}
}
if (*(int *)pCVar3 == 0) {
uVar1 = 0;
}
else {
uVar1 = Studio_SeqMovement(pCVar3,param_1,param_2,param_3,(float *)(this + 0x498),param_4,
param_5);
}
return uVar1;
}
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.