CBaseAnimatingOverlay::SetLayerDuration
0x005ec520 · 168 bytes · __thiscall
_ZN21CBaseAnimatingOverlay16SetLayerDurationEif
Decompiled
undefined (3 params)
/* CBaseAnimatingOverlay::SetLayerDuration(int, float) */
void __thiscall
CBaseAnimatingOverlay::SetLayerDuration(CBaseAnimatingOverlay *this,int param_1,float param_2)
{
int iVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
byte *pbVar5;
longdouble lVar6;
if (param_1 < 0) {
return;
}
if (*(int *)(this + 0x1400) <= param_1) {
return;
}
pbVar5 = (byte *)(param_1 * 0x4c + *(int *)(this + 0x13f4));
if ((*pbVar5 & 1) == 0) {
return;
}
if (param_2 <= 0.0) {
return;
}
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
iVar1 = *(int *)(pbVar5 + 8);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
if (pCVar3 == (CStudioHdr *)0x0) {
pCVar4 = (CStudioHdr *)0x0;
goto LAB_005ec574;
}
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_005ec574:
lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar4,iVar1);
*(float *)(pbVar5 + 0x18) = (float)lVar6 / param_2;
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.