CBaseAnimating::GetIntervalMovement
0x005e38d0 · 709 bytes · __thiscall
_ZN14CBaseAnimating19GetIntervalMovementEfRbR6VectorR6QAngle
Decompiled
undefined (5 params)
/* CBaseAnimating::GetIntervalMovement(float, bool&, Vector&, QAngle&) */
undefined4 __thiscall
CBaseAnimating::GetIntervalMovement
(CBaseAnimating *this,float param_1,bool *param_2,Vector *param_3,QAngle *param_4)
{
float fVar1;
float fVar2;
char cVar3;
undefined4 uVar4;
int iVar5;
int iVar6;
CStudioHdr *pCVar7;
CStudioHdr *pCVar8;
CStudioHdr *this_00;
longdouble lVar9;
float fVar10;
float fVar11;
float local_34;
float local_30;
float local_2c;
QAngle local_28 [4];
float local_24;
this_00 = *(CStudioHdr **)(this + 0x13e0);
if (this_00 == (CStudioHdr *)0x0) {
iVar5 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar5 == 0) {
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
if (this_00 == (CStudioHdr *)0x0) {
return 0;
}
}
if ((*(int *)this_00 == 0) || (cVar3 = CStudioHdr::SequencesAvailable(this_00), cVar3 == '\0')) {
return 0;
}
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
iVar5 = *(int *)(this + 0x494);
if (pCVar7 == (CStudioHdr *)0x0) {
iVar6 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar6 == 0) {
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar7 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar7 == (CStudioHdr *)0x0) {
pCVar8 = (CStudioHdr *)0x0;
goto LAB_005e3921;
}
}
pCVar8 = (CStudioHdr *)0x0;
if (*(int *)pCVar7 != 0) {
pCVar8 = pCVar7;
}
LAB_005e3921:
lVar9 = (longdouble)SequenceDuration(this,pCVar8,iVar5);
fVar10 = 0.0;
if ((float)lVar9 <= 0.0) {
fVar11 = 10.0;
}
else {
fVar11 = 1.0 / (float)lVar9;
}
fVar1 = *(float *)(this + 0x528);
fVar2 = *(float *)(this + 0x490);
if (fVar1 < 0.0) {
fVar10 = *(float *)(this + 0x468) * param_1 * fVar11;
}
else if (fVar1 <= 1.0) {
fVar10 = *(float *)(this + 0x468) * param_1 * (1.0 - fVar1) * fVar11;
}
if ((this[0x489] != (CBaseAnimating)0x0) || (fVar11 = 1.0, fVar10 + fVar2 <= 1.0)) {
*param_2 = false;
fVar11 = fVar10 + fVar2;
}
else {
*param_2 = true;
}
uVar4 = Studio_SeqMovement(this_00,*(int *)(this + 0x494),*(float *)(this + 0x490),fVar11,
(float *)(this + 0x498),(Vector *)&local_34,local_28);
if ((char)uVar4 == '\0') {
*(undefined4 *)param_3 = *(undefined4 *)(this + 0x39c);
*(undefined4 *)(param_3 + 4) = *(undefined4 *)(this + 0x3a0);
*(undefined4 *)(param_3 + 8) = *(undefined4 *)(this + 0x3a4);
*(undefined4 *)param_4 = *(undefined4 *)(this + 0x3a8);
*(undefined4 *)(param_4 + 4) = *(undefined4 *)(this + 0x3ac);
*(undefined4 *)(param_4 + 8) = *(undefined4 *)(this + 0x3b0);
return uVar4;
}
VectorYawRotate((Vector *)&local_34,*(float *)(this + 0x3ac),(Vector *)&local_34);
fVar10 = *(float *)(this + 0x3a0);
fVar11 = *(float *)(this + 0x39c);
*(float *)(param_3 + 8) = local_2c + *(float *)(this + 0x3a4);
*(float *)(param_3 + 4) = local_30 + fVar10;
*(float *)param_3 = local_34 + fVar11;
*(undefined4 *)(param_4 + 4) = 0;
*(undefined4 *)param_4 = 0;
*(undefined4 *)(param_4 + 8) = 0;
*(float *)(param_4 + 4) = local_24 + *(float *)(this + 0x3ac);
return uVar4;
}
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.