Studio_FindAnimDistance
0x00b95bb0 · 335 bytes · __cdecl
_Z23Studio_FindAnimDistanceP17mstudioanimdesc_tf
Decompiled
undefined (2 params)
/* Studio_FindAnimDistance(mstudioanimdesc_t*, float) */
longdouble Studio_FindAnimDistance(mstudioanimdesc_t *param_1,float param_2)
{
int iVar1;
mstudioanimdesc_t *pmVar2;
char cVar3;
int iVar4;
mstudioanimdesc_t *pmVar5;
mstudioanimdesc_t *pmVar6;
float fVar7;
float fVar8;
float fVar9;
float fVar10;
float local_30;
float local_24;
float local_20 [4];
fVar10 = 0.0;
if (param_2 <= 0.0) {
return (longdouble)0.0;
}
if (*(int *)(param_1 + 0x14) < 1) {
LAB_00b95c3c:
local_30 = 1.0;
}
else {
pmVar6 = param_1 + *(int *)(param_1 + 0x18);
fVar9 = *(float *)(pmVar6 + 0xc);
iVar4 = 0;
fVar8 = *(float *)(pmVar6 + 8);
fVar7 = (fVar9 + fVar8) * 0.5;
pmVar2 = param_1 + *(int *)(param_1 + 0x18) + 0x2c;
pmVar5 = pmVar6;
if (fVar7 < param_2) {
do {
pmVar6 = pmVar2;
iVar4 = iVar4 + 1;
param_2 = param_2 - fVar7;
iVar1 = *(int *)pmVar5;
if (iVar4 == *(int *)(param_1 + 0x14)) goto LAB_00b95c3c;
fVar9 = *(float *)(pmVar6 + 0xc);
fVar8 = *(float *)(pmVar6 + 8);
fVar7 = (fVar9 + fVar8) * 0.5;
pmVar2 = pmVar6 + 0x2c;
pmVar5 = pmVar6;
} while (fVar7 < param_2);
fVar10 = (float)iVar1;
}
local_30 = 0.0;
cVar3 = SolveQuadratic((fVar9 - fVar8) * 0.5,fVar8,-param_2,&local_24,local_20);
if (cVar3 != '\0') {
return (longdouble)
((((float)*(int *)pmVar6 - fVar10) * local_24 + fVar10) *
(1.0 / (float)(*(int *)(param_1 + 0x10) + -1)));
}
}
return (longdouble)local_30;
}
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.