CBaseAnimatingOverlay::AddGestureSequence
0x005edee0 · 189 bytes · __thiscall
_ZN21CBaseAnimatingOverlay18AddGestureSequenceEifb
Decompiled
undefined (4 params)
/* CBaseAnimatingOverlay::AddGestureSequence(int, float, bool) */
int __thiscall
CBaseAnimatingOverlay::AddGestureSequence
(CBaseAnimatingOverlay *this,int param_1,float param_2,bool param_3)
{
int iVar1;
int iVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
longdouble lVar6;
iVar2 = AddGestureSequence(this,param_1,param_3);
if ((iVar2 < 0) || (param_2 <= 0.0)) {
return iVar2;
}
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
iVar1 = *(int *)(this + 0x13f4);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 == (CStudioHdr *)0x0) goto LAB_005edf49;
}
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
LAB_005edf49:
lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar5,param_1);
*(float *)(iVar2 * 0x4c + iVar1 + 0x18) = (float)lVar6 / param_2;
return iVar2;
}
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.