Studio_SetController
0x00b94300 · 574 bytes · __cdecl
_Z20Studio_SetControllerPK10CStudioHdrifRf
Decompiled
undefined (4 params)
/* Studio_SetController(CStudioHdr const*, int, float, float&) */
longdouble Studio_SetController(CStudioHdr *param_1,int param_2,float param_3,float *param_4)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
float fVar5;
float fVar6;
float fVar7;
if (param_1 != (CStudioHdr *)0x0) {
iVar1 = *(int *)param_1;
if (*(int *)(iVar1 + 0xa4) < 1) {
LAB_00b94351:
*param_4 = 0.0;
}
else {
iVar3 = iVar1 + *(int *)(iVar1 + 0xa8);
if (param_2 != *(int *)(iVar3 + 0x14)) {
iVar4 = 0;
iVar2 = iVar1 + 0x38 + *(int *)(iVar1 + 0xa8);
do {
iVar3 = iVar2;
iVar4 = iVar4 + 1;
if (iVar4 == *(int *)(iVar1 + 0xa4)) goto LAB_00b94351;
iVar2 = iVar3 + 0x38;
} while (param_2 != *(int *)(iVar3 + 0x14));
}
if ((*(byte *)(iVar3 + 4) & 0x38) == 0) {
fVar5 = *(float *)(iVar3 + 8);
fVar6 = *(float *)(iVar3 + 0xc);
}
else {
fVar6 = *(float *)(iVar3 + 0xc);
fVar5 = *(float *)(iVar3 + 8);
if (fVar6 < fVar5) {
param_3 = -param_3;
}
if (fVar5 + 359.0 < fVar6) {
if (360.0 < param_3) {
param_3 = param_3 - (float)(int)(param_3 * 0.0027777778) * 360.0;
}
else if (param_3 < 0.0) {
param_3 = (float)(int)(param_3 * -0.0027777778 + 1.0) * 360.0 + param_3;
}
}
else {
fVar7 = (fVar5 + fVar6) * 0.5;
if (fVar7 + 180.0 < param_3) {
param_3 = param_3 - 360.0;
}
if (param_3 < fVar7 - 180.0) {
param_3 = param_3 + 360.0;
}
}
}
fVar7 = 0.0;
fVar5 = (param_3 - fVar5) / (fVar6 - fVar5);
if (fVar5 < 0.0) {
fVar6 = 1.0;
}
else if (fVar5 <= 1.0) {
fVar6 = 1.0 - fVar5;
fVar7 = fVar5;
}
else {
fVar6 = 0.0;
fVar7 = 1.0;
}
*param_4 = fVar7;
param_3 = fVar7 * *(float *)(iVar3 + 0xc) + *(float *)(iVar3 + 8) * fVar6;
if (((*(byte *)(iVar3 + 4) & 0x38) != 0) && (*(float *)(iVar3 + 0xc) < *(float *)(iVar3 + 8)))
{
return (longdouble)-param_3;
}
}
}
return (longdouble)param_3;
}
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.