Studio_AnimMovement
0x00b959e0 · 190 bytes · __regparm3
_Z19Studio_AnimMovementP17mstudioanimdesc_tffR6VectorR6QAngle.part.8
Decompiled
undefined (5 params)
/* Studio_AnimMovement(mstudioanimdesc_t*, float, float, Vector&, QAngle&) [clone .part.8] */
undefined4 __regparm3
Studio_AnimMovement(mstudioanimdesc_t *param_1,float param_2,float param_3,Vector *param_4,
QAngle *param_5)
{
float in_XMM0_Da;
float in_XMM1_Da;
float local_58;
float local_54;
float local_50;
QAngle local_4c [4];
float local_48;
float local_40;
float local_3c;
float local_38;
QAngle local_34 [4];
float local_30;
float local_28;
float local_24;
float local_20;
Studio_AnimPosition(param_1,in_XMM0_Da,(Vector *)&local_58,local_4c);
Studio_AnimPosition(param_1,in_XMM1_Da,(Vector *)&local_40,local_34);
local_28 = local_40 - local_58;
local_24 = local_3c - local_54;
local_20 = local_38 - local_50;
*(float *)((int)param_3 + 4) = local_30 - local_48;
VectorYawRotate((Vector *)&local_28,-local_48,(Vector *)param_2);
return 1;
}
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.