CalcDecompressedAnimation
0x00b98bf0 · 844 bytes · __cdecl
_Z25CalcDecompressedAnimationPK26mstudiocompressedikerror_tifR6VectorR10Quaternion
Decompiled
undefined (5 params)
/* CalcDecompressedAnimation(mstudiocompressedikerror_t const*, int, float, Vector&, Quaternion&) */
void CalcDecompressedAnimation
(mstudiocompressedikerror_t *param_1,int param_2,float param_3,Vector *param_4,
Quaternion *param_5)
{
short sVar1;
mstudioanimvalue_t *pmVar2;
Quaternion *pQVar3;
float fVar4;
float local_6c;
float local_68;
float local_64;
float local_60;
float local_5c;
float local_58;
float local_54;
float local_50;
float local_4c;
float local_48;
float local_44;
float local_40;
Quaternion local_3c [16];
Quaternion local_2c [4];
float local_28;
float local_24 [5];
pmVar2 = (mstudioanimvalue_t *)0x0;
sVar1 = *(short *)(param_1 + 0x18);
if (param_3 <= 0.0001) {
if (0 < sVar1) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + sVar1);
}
ExtractAnimValue(param_2,pmVar2,*(float *)param_1,(float *)param_4);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x1a)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1a));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 4),(float *)(param_4 + 4));
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x1c)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1c));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 8),(float *)(param_4 + 8));
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x1e)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1e));
}
pQVar3 = local_2c;
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0xc),(float *)pQVar3);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x20)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x20));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0x10),&local_28);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x22)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x22));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0x14),local_24);
}
else {
if (0 < sVar1) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + sVar1);
}
ExtractAnimValue(param_2,pmVar2,*(float *)param_1,&local_6c,&local_60);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x1a)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1a));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 4),&local_68,&local_5c);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x1c)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1c));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 8),&local_64,&local_58);
pmVar2 = (mstudioanimvalue_t *)0x0;
fVar4 = 1.0 - param_3;
*(float *)(param_4 + 4) = local_68 * fVar4 + param_3 * local_5c;
*(float *)(param_4 + 8) = local_64 * fVar4 + param_3 * local_58;
*(float *)param_4 = fVar4 * local_6c + param_3 * local_60;
if (0 < *(short *)(param_1 + 0x1e)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x1e));
}
pQVar3 = (Quaternion *)&local_54;
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0xc),(float *)pQVar3,&local_48);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x20)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x20));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0x10),&local_50,&local_44);
pmVar2 = (mstudioanimvalue_t *)0x0;
if (0 < *(short *)(param_1 + 0x22)) {
pmVar2 = (mstudioanimvalue_t *)(param_1 + *(short *)(param_1 + 0x22));
}
ExtractAnimValue(param_2,pmVar2,*(float *)(param_1 + 0x14),&local_4c,&local_40);
if (((local_54 != local_48) || (local_50 != local_44)) || (local_4c != local_40)) {
AngleQuaternion((RadianEuler *)pQVar3,local_3c);
AngleQuaternion((RadianEuler *)&local_48,local_2c);
QuaternionBlend(local_3c,local_2c,param_3,param_5);
return;
}
}
AngleQuaternion((RadianEuler *)pQVar3,param_5);
return;
}
SourceMod gamedata
paste intoaddons/sourcemod/gamedata/<your_plugin>.txt
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.
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.