CBaseAnimating::GetInstantaneousVelocity
0x005e32d0 · 423 bytes · __thiscall
_ZN14CBaseAnimating24GetInstantaneousVelocityEf
Decompiled
undefined (2 params)
/* CBaseAnimating::GetInstantaneousVelocity(float) */
longdouble __thiscall CBaseAnimating::GetInstantaneousVelocity(CBaseAnimating *this,float param_1)
{
float fVar1;
int iVar2;
CStudioHdr *pCVar3;
longdouble lVar4;
float fVar5;
float fVar6;
float local_18;
float local_14;
float local_10;
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);
}
fVar5 = 0.0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e33fd;
}
if (*(int *)pCVar3 == 0) {
fVar5 = 0.0;
}
else {
fVar5 = *(float *)(this + 0x490);
lVar4 = (longdouble)SequenceDuration(this,pCVar3,*(int *)(this + 0x494));
fVar6 = 10.0;
if (0.0 < (float)lVar4) {
fVar6 = 1.0 / (float)lVar4;
}
fVar1 = *(float *)(this + 0x528);
if (fVar1 < 0.0) {
fVar6 = *(float *)(this + 0x468) * param_1 * fVar6;
}
else if (fVar1 <= 1.0) {
fVar6 = *(float *)(this + 0x468) * param_1 * (1.0 - fVar1) * fVar6;
}
else {
fVar6 = 0.0;
}
Studio_SeqVelocity(pCVar3,*(int *)(this + 0x494),fVar6 + fVar5,(float *)(this + 0x498),
(Vector *)&local_18);
fVar5 = *(float *)(this + 0x528);
fVar6 = *(float *)(this + 0x468);
if ((0.0 <= fVar5) && (fVar6 = 0.0, fVar5 <= 1.0)) {
fVar6 = *(float *)(this + 0x468) * (1.0 - fVar5);
}
fVar5 = SQRT(local_14 * fVar6 * local_14 * fVar6 + local_18 * fVar6 * local_18 * fVar6 +
fVar6 * local_10 * fVar6 * local_10);
}
LAB_005e33fd:
return (longdouble)fVar5;
}
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.