Studio_SeqMovementAndDuration
0x00b95ee0 · 292 bytes · __cdecl
_Z29Studio_SeqMovementAndDurationPK10CStudioHdriffPKfR6Vector
Decompiled
undefined (6 params)
/* Studio_SeqMovementAndDuration(CStudioHdr const*, int, float, float, float const*, Vector&) */
longdouble
Studio_SeqMovementAndDuration
(CStudioHdr *param_1,int param_2,float param_3,float param_4,float *param_5,
Vector *param_6)
{
float fVar1;
mstudioanimdesc_t *pmVar2;
char cVar3;
mstudioseqdesc_t *pmVar4;
int iVar5;
float fVar6;
float fVar7;
float local_54;
float local_50;
float local_4c;
undefined1 local_48 [12];
mstudioanimdesc_t *local_3c [4];
float local_2c [7];
pmVar4 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
iVar5 = 0;
Studio_SeqAnims(param_1,pmVar4,param_2,param_5,local_3c,local_2c);
fVar6 = 0.0;
*(undefined4 *)param_6 = 0;
*(undefined4 *)(param_6 + 4) = 0;
fVar7 = 0.0;
*(undefined4 *)(param_6 + 8) = 0;
do {
fVar1 = local_2c[iVar5];
if (fVar1 != 0.0) {
pmVar2 = local_3c[iVar5];
if (1 < *(int *)(pmVar2 + 0x10)) {
fVar7 = fVar7 + (*(float *)(pmVar2 + 8) / (float)(*(int *)(pmVar2 + 0x10) + -1)) * fVar1;
}
if (*(int *)(pmVar2 + 0x14) != 0) {
cVar3 = Studio_AnimMovement(pmVar2,(float)&local_54,(float)local_48,(Vector *)param_1,
(QAngle *)pmVar4);
if (cVar3 != '\0') {
fVar1 = local_2c[iVar5];
*(float *)param_6 = local_54 * fVar1 + *(float *)param_6;
*(float *)(param_6 + 4) = local_50 * fVar1 + *(float *)(param_6 + 4);
*(float *)(param_6 + 8) = fVar1 * local_4c + *(float *)(param_6 + 8);
}
}
}
iVar5 = iVar5 + 1;
} while (iVar5 != 4);
if (fVar7 != 0.0) {
fVar6 = 1.0 / fVar7;
}
return (longdouble)fVar6;
}
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.