Studio_FindSeqDistance
0x00b96110 · 166 bytes · __cdecl
_Z22Studio_FindSeqDistancePK10CStudioHdriPKff
Decompiled
undefined (4 params)
/* Studio_FindSeqDistance(CStudioHdr const*, int, float const*, float) */
longdouble Studio_FindSeqDistance(CStudioHdr *param_1,int param_2,float *param_3,float param_4)
{
mstudioseqdesc_t *pmVar1;
int iVar2;
longdouble lVar3;
float fVar4;
mstudioanimdesc_t *local_3c [4];
float local_2c [7];
pmVar1 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
iVar2 = 0;
Studio_SeqAnims(param_1,pmVar1,param_2,param_3,local_3c,local_2c);
fVar4 = 0.0;
do {
if (local_2c[iVar2] != 0.0) {
lVar3 = (longdouble)Studio_FindAnimDistance(local_3c[iVar2],param_4);
fVar4 = fVar4 + (float)lVar3 * local_2c[iVar2];
}
iVar2 = iVar2 + 1;
} while (iVar2 != 4);
return (longdouble)fVar4;
}
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.