CInfectedAnimationLayer::Update
0x00a0dc80 · 298 bytes · __cdecl
_ZN23CInfectedAnimationLayer6UpdateEP14CBaseAnimatingP15CAnimationLayeri
Decompiled
undefined (3 params)
/* CInfectedAnimationLayer::Update(CBaseAnimating*, CAnimationLayer*, int) */
void CInfectedAnimationLayer::Update(CBaseAnimating *param_1,CAnimationLayer *param_2,int param_3)
{
CBaseAnimating CVar1;
int iVar2;
int iVar3;
float fVar4;
if (((*(byte *)param_3 & 1) == 0) || (iVar3 = *(int *)(param_3 + 0x3c), iVar3 == 0xf)) {
if (*(int *)(param_1 + 0xc) == 6) {
return;
}
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0xc);
*(undefined4 *)(param_1 + 0xc) = 6;
return;
}
iVar2 = *(int *)(param_3 + 8);
if (*(int *)(param_1 + 4) == iVar2) {
if (param_1[0x10] != *(CBaseAnimating *)(param_3 + 5)) {
iVar2 = *(int *)(param_1 + 0xc);
LAB_00a0dd7c:
if (iVar2 != iVar3) goto LAB_00a0dccc;
goto LAB_00a0dcde;
}
iVar2 = *(int *)(param_1 + 0xc);
if (iVar2 == 0xf) goto LAB_00a0dd7c;
if (param_1[0x10] == (CBaseAnimating)0x0) {
fVar4 = *(float *)(param_3 + 0xc);
if (*(float *)(param_1 + 0x14) <= fVar4) goto LAB_00a0dd14;
goto LAB_00a0dcc8;
}
}
else {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 4);
*(int *)(param_1 + 4) = iVar2;
iVar2 = *(int *)(param_1 + 0xc);
iVar3 = *(int *)(param_3 + 0x3c);
LAB_00a0dcc8:
if (iVar2 != iVar3) {
LAB_00a0dccc:
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0xc);
*(int *)(param_1 + 0xc) = iVar3;
}
LAB_00a0dcde:
CVar1 = *(CBaseAnimating *)(param_3 + 5);
if (CVar1 != param_1[0x10]) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0x10);
param_1[0x10] = CVar1;
}
fVar4 = *(float *)(gpGlobals + 0xc);
if (fVar4 != *(float *)(param_1 + 8)) {
(**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 8);
*(float *)(param_1 + 8) = fVar4;
}
}
fVar4 = *(float *)(param_3 + 0xc);
LAB_00a0dd14:
*(float *)(param_1 + 0x14) = fVar4;
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.