Studio_AnimPosition
0x00b957d0 · 500 bytes · __cdecl
_Z19Studio_AnimPositionP17mstudioanimdesc_tfR6VectorR6QAngle
Decompiled
undefined (4 params)
/* Studio_AnimPosition(mstudioanimdesc_t*, float, Vector&, QAngle&) */
undefined4
Studio_AnimPosition(mstudioanimdesc_t *param_1,float param_2,Vector *param_3,QAngle *param_4)
{
float fVar1;
int iVar2;
float fVar3;
undefined4 uVar4;
mstudioanimdesc_t *pmVar5;
int iVar6;
int iVar7;
float fVar8;
float fVar9;
float fVar10;
uVar4 = 0;
*(undefined4 *)param_3 = 0;
*(undefined4 *)(param_3 + 4) = 0;
*(undefined4 *)(param_3 + 8) = 0;
*(undefined4 *)param_4 = 0;
*(undefined4 *)(param_4 + 4) = 0;
*(undefined4 *)(param_4 + 8) = 0;
if (*(int *)(param_1 + 0x14) != 0) {
iVar7 = (int)param_2;
fVar10 = (float)iVar7;
if (param_2 <= 1.0) {
iVar7 = iVar7 + -1;
fVar10 = (float)iVar7;
if (0.0 <= param_2) {
iVar7 = 0;
fVar10 = 0.0;
}
}
fVar8 = (param_2 - fVar10) * (float)(*(int *)(param_1 + 0x10) + -1);
if (*(int *)(param_1 + 0x14) < 1) {
LAB_00b9589b:
uVar4 = 0;
}
else {
iVar6 = 0;
pmVar5 = param_1 + *(int *)(param_1 + 0x18);
iVar2 = *(int *)pmVar5;
fVar1 = 0.0;
while (fVar3 = (float)iVar2, fVar3 < fVar8) {
iVar6 = iVar6 + 1;
*(int *)param_3 = *(int *)(pmVar5 + 0x20);
*(int *)(param_3 + 4) = *(int *)(pmVar5 + 0x24);
*(int *)(param_3 + 8) = *(int *)(pmVar5 + 0x28);
*(int *)(param_4 + 4) = *(int *)(pmVar5 + 0x10);
if (*(int *)(param_1 + 0x14) <= iVar6) goto LAB_00b9589b;
pmVar5 = param_1 + iVar6 * 0x2c + *(int *)(param_1 + 0x18);
fVar1 = fVar3;
iVar2 = *(int *)pmVar5;
}
fVar9 = (fVar8 - fVar1) / (fVar3 - fVar1);
fVar3 = (*(float *)(pmVar5 + 0xc) - *(float *)(pmVar5 + 8)) * 0.5 * fVar9 * fVar9 +
*(float *)(pmVar5 + 8) * fVar9;
fVar8 = *(float *)(pmVar5 + 0x1c);
fVar1 = *(float *)(pmVar5 + 0x14);
*(float *)(param_3 + 4) = *(float *)(pmVar5 + 0x18) * fVar3 + *(float *)(param_3 + 4);
*(float *)(param_3 + 8) = fVar8 * fVar3 + *(float *)(param_3 + 8);
*(float *)param_3 = fVar3 * fVar1 + *(float *)param_3;
uVar4 = 1;
*(float *)(param_4 + 4) =
(1.0 - fVar9) * *(float *)(param_4 + 4) + fVar9 * *(float *)(pmVar5 + 0x10);
if (iVar7 != 0) {
iVar7 = (*(int *)(param_1 + 0x14) + -1) * 0x2c + *(int *)(param_1 + 0x18);
fVar8 = *(float *)(param_1 + iVar7 + 0x28);
fVar1 = *(float *)(param_1 + iVar7 + 0x20);
*(float *)(param_3 + 4) =
*(float *)(param_1 + iVar7 + 0x24) * fVar10 + *(float *)(param_3 + 4);
*(float *)(param_3 + 8) = fVar8 * fVar10 + *(float *)(param_3 + 8);
*(float *)param_3 = fVar1 * fVar10 + *(float *)param_3;
*(float *)(param_4 + 4) =
fVar10 * *(float *)(param_1 + iVar7 + 0x10) + *(float *)(param_4 + 4);
return uVar4;
}
}
}
return uVar4;
}
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.