CEnvAirStrikeIndoorEffect::FindAnimationSequence
0x00674a90 · 464 bytes · __thiscall
_ZN25CEnvAirStrikeIndoorEffect21FindAnimationSequenceEv
Decompiled
undefined (1 param)
/* CEnvAirStrikeIndoorEffect::FindAnimationSequence() */
void __thiscall CEnvAirStrikeIndoorEffect::FindAnimationSequence(CEnvAirStrikeIndoorEffect *this)
{
float fVar1;
undefined ***pppuVar2;
undefined4 uVar3;
int iVar4;
int in_GS_OFFSET;
undefined **ppuVar5;
undefined **local_134 [7];
undefined1 local_118;
char local_117 [259];
undefined4 local_14;
int local_10;
local_10 = *(int *)(in_GS_OFFSET + 0x14);
local_134[0] = (undefined **)0x43100000;
local_134[1] = (undefined **)0x43180000;
local_134[2] = (undefined **)0x43200000;
local_134[3] = (undefined **)0x433e0000;
local_134[4] = (undefined **)0x43960000;
local_134[5] = (undefined **)0x43a00000;
RandomInt(1,100);
if (*(int *)(this + 0x1400) == -1) {
fVar1 = *(float *)(this + 0x13f8);
ppuVar5 = (undefined **)0x43000000;
pppuVar2 = local_134;
while (6.0 < ABS(fVar1 - (float)ppuVar5)) {
if (pppuVar2 == local_134 + 6) {
uVar3 = CBaseEntity::GetDebugName((CBaseEntity *)this);
Msg("ERROR - Air strike effect named \'%s\' has an unsupported height of %f\n",uVar3,
(double)fVar1);
UTIL_Remove((CBaseEntity *)this);
goto LAB_00674baa;
}
ppuVar5 = *pppuVar2;
pppuVar2 = pppuVar2 + 1;
}
}
local_14 = 0;
local_117[0] = '\0';
local_118 = 1;
local_134[6] = &PTR_InitQuietTruncation_00c08ee8;
V_snprintf(local_117,0x100,"fall_%d%c");
iVar4 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,local_117);
CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar4);
LAB_00674baa:
if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
/* WARNING: Subroutine does not return */
__stack_chk_fail();
}
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.