CBaseAnimating::GetLastVisibleCycle
0x005e3490 · 374 bytes · __thiscall
_ZN14CBaseAnimating19GetLastVisibleCycleEP10CStudioHdri
Decompiled
undefined (3 params)
/* CBaseAnimating::GetLastVisibleCycle(CStudioHdr*, int) */
longdouble __thiscall
CBaseAnimating::GetLastVisibleCycle(CBaseAnimating *this,CStudioHdr *param_1,int param_2)
{
float fVar1;
float fVar2;
uint uVar3;
int iVar4;
undefined1 *puVar5;
CStudioHdr *pCVar6;
CStudioHdr *pCVar7;
longdouble lVar8;
float fVar9;
float fVar10;
if (param_1 == (CStudioHdr *)0x0) {
puVar5 = &DAT_00d539c2;
if (*(undefined1 **)(this + 0x7c) != (undefined1 *)0x0) {
puVar5 = *(undefined1 **)(this + 0x7c);
}
DevWarning(2,"CBaseAnimating::LastVisibleCycle( %d ) NULL pstudiohdr on %s!\n",param_2,puVar5);
return (longdouble)1.0;
}
uVar3 = GetSequenceFlags(param_1,param_2);
fVar9 = 1.0;
if ((uVar3 & 1) != 0) goto LAB_005e34c2;
iVar4 = CStudioHdr::pSeqdesc(param_1,param_2);
fVar1 = *(float *)(iVar4 + 0x6c);
pCVar6 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar6 == (CStudioHdr *)0x0) {
iVar4 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar4 == 0) {
pCVar6 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar6 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar7 = (CStudioHdr *)0x0;
if (pCVar6 != (CStudioHdr *)0x0) goto LAB_005e34fc;
}
else {
LAB_005e34fc:
pCVar7 = (CStudioHdr *)0x0;
if (*(int *)pCVar6 != 0) {
pCVar7 = pCVar6;
}
}
lVar8 = (longdouble)SequenceDuration(this,pCVar7,param_2);
if ((float)lVar8 <= 0.0) {
fVar10 = 10.0;
}
else {
fVar10 = 1.0 / (float)lVar8;
}
fVar9 = 1.0;
fVar2 = *(float *)(this + 0x528);
if (fVar2 < 0.0) {
fVar9 = 1.0 - *(float *)(this + 0x468) * fVar1 * fVar10;
}
else if (fVar2 <= 1.0) {
fVar9 = 1.0 - *(float *)(this + 0x468) * fVar1 * (1.0 - fVar2) * fVar10;
}
LAB_005e34c2:
return (longdouble)fVar9;
}
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.