AddLocalLayers
0x00b8f340 · 495 bytes · __cdecl
_Z14AddLocalLayersPK10CStudioHdrP10CIKContextP6VectorP10QuaternionR16mstudioseqdesc_tifPKfiff
Decompiled
undefined (11 params)
/* AddLocalLayers(CStudioHdr const*, CIKContext*, Vector*, Quaternion*, mstudioseqdesc_t&, int,
float, float const*, int, float, float) */
void AddLocalLayers(CStudioHdr *param_1,CIKContext *param_2,Vector *param_3,Quaternion *param_4,
mstudioseqdesc_t *param_5,int param_6,float param_7,float *param_8,int param_9,
float param_10,float param_11)
{
float fVar1;
float fVar2;
uint uVar3;
mstudioseqdesc_t *pmVar4;
int iVar5;
int iVar6;
float fVar7;
float fVar8;
if ((((byte)param_5[0xd] & 2) != 0) && (0 < *(int *)(param_5 + 0x94))) {
iVar6 = 0;
do {
pmVar4 = param_5 + *(int *)(param_5 + 0x98) + iVar6 * 0x18;
uVar3 = *(uint *)(pmVar4 + 4);
if ((uVar3 & 0x1000) != 0) {
fVar1 = *(float *)(pmVar4 + 8);
fVar2 = *(float *)(pmVar4 + 0x14);
fVar7 = param_7;
fVar8 = param_10;
if (fVar1 != fVar2) {
if ((param_7 < fVar1) || (fVar2 <= param_7)) goto LAB_00b8f4b2;
fVar7 = *(float *)(pmVar4 + 0xc);
if ((fVar7 <= param_7) || (fVar1 == fVar7)) {
fVar7 = *(float *)(pmVar4 + 0x10);
if ((param_7 <= fVar7) || (fVar2 == fVar7)) {
fVar8 = 1.0;
}
else {
fVar8 = (fVar2 - param_7) / (fVar2 - fVar7);
}
}
else {
fVar8 = (param_7 - fVar1) / (fVar7 - fVar1);
}
if ((uVar3 & 0x40) != 0) {
fVar8 = fVar8 * fVar8 * 3.0 - (fVar8 + fVar8) * fVar8 * fVar8;
}
if (((uVar3 & 0x80) == 0) ||
(param_7 < *(float *)(pmVar4 + 0x10) || param_7 == *(float *)(pmVar4 + 0x10))) {
if ((uVar3 & 0x200) == 0) {
fVar8 = fVar8 * param_10;
}
}
else {
fVar8 = (param_10 * fVar8) / ((fVar8 + -1.0) * param_10 + 1.0);
}
fVar7 = (param_7 - fVar1) / (fVar2 - fVar1);
}
iVar5 = CStudioHdr::iRelativeSeq(param_1,param_6,(int)*(short *)pmVar4);
AccumulatePose(param_1,param_2,param_3,param_4,iVar5,fVar7,param_8,param_9,fVar8,param_11);
}
LAB_00b8f4b2:
iVar6 = iVar6 + 1;
} while (iVar6 < *(int *)(param_5 + 0x94));
}
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.