Studio_IKRuleWeight
0x00b86070 · 332 bytes · __cdecl
_Z19Studio_IKRuleWeightR15mstudioikrule_tPK17mstudioanimdesc_tfRiRf
Decompiled
undefined (5 params)
/* Studio_IKRuleWeight(mstudioikrule_t&, mstudioanimdesc_t const*, float, int&, float&) */
longdouble
Studio_IKRuleWeight(mstudioikrule_t *param_1,mstudioanimdesc_t *param_2,float param_3,int *param_4,
float *param_5)
{
float fVar1;
int iVar2;
float fVar3;
float fVar4;
fVar4 = 1.0;
if ((1.0 < *(float *)(param_1 + 0x58)) && (param_3 < *(float *)(param_1 + 0x4c))) {
param_3 = param_3 + 1.0;
}
fVar3 = (param_3 - *(float *)(param_1 + 0x4c)) * (float)(*(int *)(param_2 + 0x10) + -1) +
(float)*(int *)(param_1 + 0x44);
iVar2 = (int)fVar3;
*param_5 = fVar3;
*param_4 = iVar2;
*param_5 = *param_5 - (float)iVar2;
fVar3 = *(float *)(param_1 + 0x4c);
if (param_3 < fVar3) {
*param_4 = *(int *)(param_1 + 0x44);
*param_5 = 0.0;
return (longdouble)0.0;
}
if (*(float *)(param_1 + 0x50) <= param_3) {
fVar1 = *(float *)(param_1 + 0x54);
if (param_3 < fVar1) goto LAB_00b86120;
fVar4 = *(float *)(param_1 + 0x58);
if (fVar4 <= param_3) {
fVar4 = (fVar4 - fVar3) * (float)(*(int *)(param_2 + 0x10) + -1) +
(float)*(int *)(param_1 + 0x44);
iVar2 = (int)fVar4;
*param_5 = fVar4;
*param_4 = iVar2;
*param_5 = *param_5 - (float)iVar2;
fVar4 = 0.0;
goto LAB_00b86120;
}
fVar4 = (param_3 - fVar1) / (fVar1 - fVar4) + 1.0;
}
else {
fVar4 = (param_3 - fVar3) / (*(float *)(param_1 + 0x50) - fVar3);
}
fVar4 = fVar4 * fVar4 * 3.0 - (fVar4 + fVar4) * fVar4 * fVar4;
LAB_00b86120:
return (longdouble)fVar4;
}
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.