Studio_GetController
0x00b94550 · 125 bytes · __cdecl
_Z20Studio_GetControllerPK10CStudioHdrif
Decompiled
undefined (3 params)
/* Studio_GetController(CStudioHdr const*, int, float) */
longdouble Studio_GetController(CStudioHdr *param_1,int param_2,float param_3)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
if (param_1 != (CStudioHdr *)0x0) {
iVar1 = *(int *)param_1;
if (0 < *(int *)(iVar1 + 0xa4)) {
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_00b94599;
iVar2 = iVar3 + 0x38;
} while (param_2 != *(int *)(iVar3 + 0x14));
}
return (longdouble)
((*(float *)(iVar3 + 0xc) - *(float *)(iVar3 + 8)) * param_3 + *(float *)(iVar3 + 8));
}
}
LAB_00b94599:
return (longdouble)0.0;
}
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.