Studio_MaxFrame
0x00b955c0 · 152 bytes · __cdecl
_Z15Studio_MaxFramePK10CStudioHdriPKf
Decompiled
undefined (3 params)
/* Studio_MaxFrame(CStudioHdr const*, int, float const*) */
int Studio_MaxFrame(CStudioHdr *param_1,int param_2,float *param_3)
{
float fVar1;
mstudioseqdesc_t *pmVar2;
int iVar3;
float fVar4;
mstudioanimdesc_t *local_3c [4];
float local_2c [7];
pmVar2 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
Studio_SeqAnims(param_1,pmVar2,param_2,param_3,local_3c,local_2c);
iVar3 = 0;
fVar4 = 0.0;
do {
fVar1 = local_2c[iVar3];
if (0.0 < fVar1) {
fVar4 = fVar4 + (float)*(int *)(local_3c[iVar3] + 0x10) * fVar1;
}
iVar3 = iVar3 + 1;
} while (iVar3 != 4);
if (1.0 < fVar4) {
fVar4 = fVar4 - 1.0;
}
return (int)(fVar4 + 0.01);
}
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.