CBaseAnimating::UpdateModelScale
0x005e7540 · 283 bytes · __thiscall
_ZN14CBaseAnimating16UpdateModelScaleEv
Decompiled
undefined (1 param)
/* CBaseAnimating::UpdateModelScale() */
void __thiscall CBaseAnimating::UpdateModelScale(CBaseAnimating *this)
{
CBaseEdict *pCVar1;
float *pfVar2;
int iVar3;
float fVar4;
pfVar2 = (float *)CBaseEntity::GetDataObject((CBaseEntity *)this,3);
if (pfVar2 != (float *)0x0) {
if (*(float *)(gpGlobals + 0xc) < pfVar2[2]) {
fVar4 = (*(float *)(gpGlobals + 0xc) - pfVar2[3]) / (pfVar2[2] - pfVar2[3]);
if (fVar4 <= 0.0) {
fVar4 = 0.0;
}
if (1.0 <= fVar4) {
fVar4 = 1.0;
}
fVar4 = (pfVar2[1] - *pfVar2) * fVar4 + *pfVar2;
if (fVar4 != *(float *)(this + 0x464)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
*(float *)(this + 0x464) = fVar4;
return;
}
}
else {
fVar4 = pfVar2[1];
if (fVar4 != *(float *)(this + 0x464)) {
if (this[0x6c] == (CBaseAnimating)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
}
*(float *)(this + 0x464) = fVar4;
}
CBaseEntity::DestroyDataObject((CBaseEntity *)this,3);
}
}
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.