CPathKeyFrame::InsertNewKey
0x006f7f20 · 368 bytes · __cdecl
_ZN13CPathKeyFrame12InsertNewKeyE6Vector6QAngle
Decompiled
undefined (2 params)
/* CPathKeyFrame::InsertNewKey(Vector, QAngle) */
CPathKeyFrame *
CPathKeyFrame::InsertNewKey
(CPathKeyFrame *param_1,undefined4 param_2,undefined4 param_3,undefined4 param_4,
undefined4 param_5,undefined4 param_6,undefined4 param_7)
{
uint uVar1;
int iVar2;
CPathKeyFrame *this;
iVar2 = CreateEntityByName("keyframe_track",-1,true);
if (iVar2 != 0) {
this = (CPathKeyFrame *)__dynamic_cast(iVar2,&CBaseEntity::typeinfo,&typeinfo,0);
if (this != (CPathKeyFrame *)0x0) goto LAB_006f7f79;
}
this = (CPathKeyFrame *)0x0;
Warning("classname %s used to create wrong class type\n","keyframe_track");
LAB_006f7f79:
*(undefined4 *)(this + 0x44c) = param_5;
*(undefined4 *)(this + 0x450) = param_6;
*(undefined4 *)(this + 0x454) = param_7;
AngleQuaternion((QAngle *)(this + 0x44c),(Quaternion *)(this + 0x458));
*(undefined4 *)(this + 0x440) = param_2;
*(undefined4 *)(this + 0x444) = param_3;
*(undefined4 *)(this + 0x448) = param_4;
*(undefined4 *)(this + 0x478) = *(undefined4 *)(param_1 + 0x478);
uVar1 = *(uint *)(param_1 + 0x14c);
*(uint *)(this + 0x14c) = uVar1;
if ((uVar1 & 0x20080) != 0) {
CBaseEntity::DispatchUpdateTransmitState((CBaseEntity *)this);
}
if (*(int *)(param_1 + 0x84) != 0) {
CBaseEntity::SetParent(this,*(undefined4 *)(param_1 + 0x84),0,0xffffffff);
}
*(undefined4 *)(this + 0x470) = *(undefined4 *)(param_1 + 0x470);
*(CPathKeyFrame **)(*(int *)(param_1 + 0x470) + 0x474) = this;
*(CPathKeyFrame **)(param_1 + 0x470) = this;
*(CPathKeyFrame **)(this + 0x474) = param_1;
CalculateFrameDuration(param_1);
CalculateFrameDuration(this);
return this;
}
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.