CBaseAnimating::GetSequenceMoveYaw
0x005e2820 · 201 bytes · __thiscall
_ZN14CBaseAnimating18GetSequenceMoveYawEi
Decompiled
undefined (2 params)
/* CBaseAnimating::GetSequenceMoveYaw(int) */
longdouble __thiscall CBaseAnimating::GetSequenceMoveYaw(CBaseAnimating *this,int param_1)
{
int iVar1;
CStudioHdr *pCVar2;
CStudioHdr *pCVar3;
longdouble lVar4;
float local_18;
float local_14;
float local_10;
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar2 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar3 = (CStudioHdr *)0x0;
if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e2848;
}
pCVar3 = (CStudioHdr *)0x0;
if (*(int *)pCVar2 != 0) {
pCVar3 = pCVar2;
}
LAB_005e2848:
::GetSequenceLinearMotion(pCVar3,param_1,(float *)(this + 0x498),(Vector *)&local_18);
if (SQRT(local_18 * local_18 + local_10 * local_10 + local_14 * local_14) <= 0.0) {
return (longdouble)99999.0;
}
lVar4 = (longdouble)UTIL_VecToYaw((Vector *)&local_18);
return lVar4;
}
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.