CBaseAnimating::HasMovement
0x005e20a0 · 133 bytes · __thiscall
_ZN14CBaseAnimating11HasMovementEi
Decompiled
undefined (2 params)
/* CBaseAnimating::HasMovement(int) */
undefined4 __thiscall CBaseAnimating::HasMovement(CBaseAnimating *this,int param_1)
{
undefined4 uVar1;
int iVar2;
CStudioHdr *pCVar3;
Vector local_24 [12];
QAngle local_18 [16];
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_1,0.0,1.0,(float *)(this + 0x498),local_24,local_18);
}
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.