CBaseAnimating::StudioFrameAdvanceInternal
0x005e3630 · 375 bytes · __thiscall
_ZN14CBaseAnimating26StudioFrameAdvanceInternalEP10CStudioHdrf
Decompiled
undefined (3 params)
/* CBaseAnimating::StudioFrameAdvanceInternal(CStudioHdr*, float) */
void __thiscall
CBaseAnimating::StudioFrameAdvanceInternal(CBaseAnimating *this,CStudioHdr *param_1,float param_2)
{
CBaseEdict *this_00;
bool bVar1;
int iVar2;
longdouble lVar3;
float fVar4;
float fVar5;
fVar5 = *(float *)(this + 0x490);
fVar4 = param_2 + fVar5;
bVar1 = fVar4 < 0.0;
if (fVar4 < 1.0) {
if (!bVar1) {
lVar3 = (longdouble)GetLastVisibleCycle(this,param_1,*(int *)(this + 0x494));
if ((float)lVar3 < fVar4) {
this[0x488] = (CBaseAnimating)0x1;
}
fVar5 = *(float *)(this + 0x490);
goto LAB_005e36a8;
}
}
else {
(**(code **)(*(int *)this + 0x330))(this);
fVar5 = *(float *)(this + 0x490);
}
if (this[0x489] == (CBaseAnimating)0x0) {
fVar4 = 1.0;
if (bVar1) {
fVar4 = 0.0;
}
}
else {
fVar4 = fVar4 - (float)(int)fVar4;
}
this[0x488] = (CBaseAnimating)0x1;
LAB_005e36a8:
if (fVar4 != fVar5) {
if (this[0x6c] == (CBaseAnimating)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
*(float *)(this + 0x490) = fVar4;
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
*(float *)(this + 0x490) = fVar4;
}
}
lVar3 = (longdouble)
(**(code **)(*(int *)this + 0x33c))(this,param_1,*(undefined4 *)(this + 0x494));
*(float *)(this + 0x440) = (float)lVar3;
CBaseEntity::InvalidatePhysicsRecursive((CBaseEntity *)this,8);
InvalidateBoneCacheIfOlderThan(this,0.0);
return;
}
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.