CBaseFlex::IsSuppressedFlexAnimation
0x00626230 · 149 bytes · __thiscall
_ZN9CBaseFlex25IsSuppressedFlexAnimationEP15CSceneEventInfo
Decompiled
undefined (2 params)
/* CBaseFlex::IsSuppressedFlexAnimation(CSceneEventInfo*) */
bool __thiscall CBaseFlex::IsSuppressedFlexAnimation(CBaseFlex *this,CSceneEventInfo *param_1)
{
float fVar1;
float fVar2;
char cVar3;
longdouble extraout_ST0;
if (*(CChoreoScene **)(param_1 + 4) != (CChoreoScene *)0x0) {
cVar3 = CChoreoScene::IsBackground(*(CChoreoScene **)(param_1 + 4));
if (cVar3 != '\0') {
fVar1 = *(float *)(this + 0x17d4);
fVar2 = *(float *)(gpGlobals + 0xc);
CBaseAnimating::GetAnimTimeInterval((CBaseAnimating *)this);
return fVar2 - (float)extraout_ST0 * 1.5 < fVar1;
}
}
*(undefined4 *)(this + 0x17d4) = *(undefined4 *)(gpGlobals + 0xc);
return false;
}
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.