Studio_SeqMovement
0x00b95d20 · 435 bytes · __cdecl
_Z18Studio_SeqMovementPK10CStudioHdriffPKfR6VectorR6QAngle
Decompiled
undefined (7 params)
/* Studio_SeqMovement(CStudioHdr const*, int, float, float, float const*, Vector&, QAngle&) */
undefined1
Studio_SeqMovement(CStudioHdr *param_1,int param_2,float param_3,float param_4,float *param_5,
Vector *param_6,QAngle *param_7)
{
float fVar1;
char cVar2;
mstudioseqdesc_t *pmVar3;
mstudioanimdesc_t *pmVar4;
int iVar5;
QAngle *pQVar6;
undefined1 local_5d;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
mstudioanimdesc_t *local_3c [4];
float local_2c [7];
pmVar3 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
iVar5 = 0;
pQVar6 = (QAngle *)pmVar3;
Studio_SeqAnims(param_1,pmVar3,param_2,param_5,local_3c,local_2c);
local_5d = 0;
*(undefined4 *)param_6 = 0;
*(undefined4 *)(param_6 + 4) = 0;
*(undefined4 *)(param_6 + 8) = 0;
*(undefined4 *)param_7 = 0;
*(undefined4 *)(param_7 + 4) = 0;
*(undefined4 *)(param_7 + 8) = 0;
do {
if (local_2c[iVar5] != 0.0) {
pmVar4 = local_3c[iVar5];
local_54 = 0.0;
local_50 = 0.0;
local_4c = 0.0;
local_48 = 0.0;
local_44 = 0.0;
local_40 = 0.0;
if (*(int *)(pmVar4 + 0x14) != 0) {
cVar2 = Studio_AnimMovement(pmVar4,(float)&local_54,(float)&local_48,(Vector *)param_1,
pQVar6);
if (cVar2 != '\0') {
fVar1 = local_2c[iVar5];
local_5d = 1;
*(float *)(param_6 + 4) = local_50 * fVar1 + *(float *)(param_6 + 4);
*(float *)(param_6 + 8) = local_4c * fVar1 + *(float *)(param_6 + 8);
*(float *)param_6 = local_54 * fVar1 + *(float *)param_6;
*(float *)(param_7 + 4) = local_44 * fVar1 + *(float *)(param_7 + 4);
*(float *)(param_7 + 8) = local_40 * fVar1 + *(float *)(param_7 + 8);
*(float *)param_7 = fVar1 * local_48 + *(float *)param_7;
goto joined_r0x00b95e0e;
}
pmVar4 = local_3c[iVar5];
}
if (((((byte)pmVar4[0xc] & 4) == 0) && (*(int *)(pmVar4 + 0x14) == 0)) &&
(0.0 < *(float *)(pmVar3 + *(int *)(pmVar3 + 0x9c)))) {
local_5d = 1;
}
}
joined_r0x00b95e0e:
iVar5 = iVar5 + 1;
if (iVar5 == 4) {
return local_5d;
}
} while( true );
}
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.