CTongue::GetSegmentEnd
0x00840720 · 278 bytes · __cdecl
_ZNK7CTongue13GetSegmentEndEi
Decompiled
undefined (1 param)
/* CTongue::GetSegmentEnd(int) const */
int CTongue::GetSegmentEnd(int param_1)
{
uint uVar1;
undefined4 uVar2;
CBaseAnimating *this;
int iVar3;
undefined *puVar4;
int in_stack_00000008;
int in_stack_0000000c;
undefined4 local_24;
undefined4 local_20;
undefined4 local_1c;
QAngle local_18 [12];
if (in_stack_0000000c < *(int *)(in_stack_00000008 + 0x534)) {
iVar3 = in_stack_00000008 + in_stack_0000000c * 0xc;
*(undefined4 *)param_1 = *(undefined4 *)(iVar3 + 0x4bc);
uVar2 = *(undefined4 *)(iVar3 + 0x4c4);
*(undefined4 *)(param_1 + 4) = *(undefined4 *)(iVar3 + 0x4c0);
*(undefined4 *)(param_1 + 8) = uVar2;
return param_1;
}
uVar1 = *(uint *)(in_stack_00000008 + 0x44c);
if (((((uVar1 != 0xffffffff) &&
(puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar4 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar4 + 4) != 0 &&
(uVar1 = *(uint *)(*(int *)(puVar4 + 4) + 0x33c0), uVar1 != 0xffffffff)))) &&
((puVar4 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar4 != (undefined *)0xfffffffc &&
((*(uint *)(puVar4 + 8) == uVar1 >> 0xc &&
(this = *(CBaseAnimating **)(puVar4 + 4), this != (CBaseAnimating *)0x0)))))) {
iVar3 = CBaseAnimating::LookupAttachment(this,"medkit");
CBaseAnimating::GetAttachment(this,iVar3,(Vector *)&local_24,local_18);
*(undefined4 *)param_1 = local_24;
*(undefined4 *)(param_1 + 4) = local_20;
*(undefined4 *)(param_1 + 8) = local_1c;
return param_1;
}
*(undefined4 *)param_1 = vec3_origin;
*(undefined4 *)(param_1 + 4) = DAT_01053d4c;
*(undefined4 *)(param_1 + 8) = DAT_01053d50;
return param_1;
}
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.