ExtractAnimValue
0x00b981e0 · 103 bytes · __cdecl
_Z16ExtractAnimValueiP18mstudioanimvalue_tfRf
Decompiled
undefined (4 params)
/* ExtractAnimValue(int, mstudioanimvalue_t*, float, float&) */
void ExtractAnimValue(int param_1,mstudioanimvalue_t *param_2,float param_3,float *param_4)
{
mstudioanimvalue_t mVar1;
if (param_2 != (mstudioanimvalue_t *)0x0) {
mVar1 = param_2[1];
do {
if (param_1 < (int)(uint)(byte)mVar1) {
if ((int)(uint)(byte)*param_2 <= param_1) {
*param_4 = (float)(int)*(short *)(param_2 + (uint)(byte)*param_2 * 2) * param_3;
return;
}
*param_4 = (float)(int)*(short *)(param_2 + param_1 * 2 + 2) * param_3;
return;
}
param_1 = param_1 - (uint)(byte)mVar1;
param_2 = param_2 + (uint)(byte)*param_2 * 2 + 2;
mVar1 = param_2[1];
} while (mVar1 != (mstudioanimvalue_t)0x0);
}
*param_4 = 0.0;
return;
}
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.