CFlexAnimationTrack::GetFracIntensity
0x00ba3d60 · 1029 bytes · __thiscall
_ZN19CFlexAnimationTrack16GetFracIntensityEfi
Decompiled
undefined (3 params)
/* CFlexAnimationTrack::GetFracIntensity(float, int) */
longdouble __thiscall
CFlexAnimationTrack::GetFracIntensity(CFlexAnimationTrack *this,float param_1,int param_2)
{
int iVar1;
bool bVar2;
float *pfVar3;
float *pfVar4;
int iVar5;
undefined4 *puVar6;
undefined4 *puVar7;
int iVar8;
int iVar9;
int iVar10;
longdouble lVar11;
float fVar12;
float fVar13;
bool local_72;
bool local_71;
int local_70;
int local_6c;
int local_68;
undefined4 local_64;
undefined4 local_60;
undefined4 local_5c;
float local_58;
float local_54;
undefined4 local_50;
float local_4c;
float local_48;
undefined4 local_44;
undefined4 local_40;
undefined4 local_3c;
undefined4 local_38;
Vector local_34 [4];
float local_30;
Vector local_28 [4];
float local_24;
lVar11 = (longdouble)GetZeroValue(this,param_2,true);
fVar12 = (float)lVar11;
if (((*(int *)(this + 0x58) != 0) && (*(float *)(*(int *)(this + 0x58) + 0x4c) != -1.0)) &&
(iVar5 = *(int *)(this + param_2 * 0x14 + 0x1c), 0 < iVar5)) {
iVar8 = 1;
if (3 < iVar5) {
iVar8 = iVar5 >> 1;
}
iVar10 = iVar8;
if (iVar8 <= iVar5) {
LAB_00ba3df4:
pfVar3 = (float *)GetBoundedSample(this,iVar8,(bool *)local_28,param_2);
iVar1 = iVar8 + 1;
pfVar4 = (float *)GetBoundedSample(this,iVar1,(bool *)local_28,param_2);
iVar9 = 1;
if (3 < iVar10) {
iVar9 = iVar10 >> 1;
}
if (param_1 < pfVar3[1]) {
iVar10 = -iVar9;
}
else {
bVar2 = param_1 == pfVar4[1];
iVar10 = iVar9;
if (param_1 < pfVar4[1] || bVar2) {
if (bVar2) {
pfVar3 = (float *)GetBoundedSample(this,iVar1,(bool *)local_28,param_2);
pfVar4 = (float *)GetBoundedSample(this,iVar8 + 2,(bool *)local_28,param_2);
iVar8 = iVar1;
}
if (pfVar3 == (float *)0x0) goto LAB_00ba40a0;
LAB_00ba3e69:
iVar10 = iVar8 + 2;
if (iVar5 < iVar8 + 2) {
iVar10 = iVar5;
}
iVar5 = -1;
if (-1 < iVar8 + -1) {
iVar5 = iVar8 + -1;
}
puVar6 = (undefined4 *)GetBoundedSample(this,iVar5,&local_72,param_2);
puVar7 = (undefined4 *)GetBoundedSample(this,iVar10,&local_71,param_2);
local_60 = *puVar6;
local_64 = puVar6[1];
fVar12 = 0.0;
local_5c = 0;
local_54 = *pfVar3;
local_58 = pfVar3[1];
local_50 = 0;
local_4c = pfVar4[1];
local_48 = *pfVar4;
local_44 = 0;
local_3c = *puVar7;
local_40 = puVar7[1];
local_38 = 0;
if (0.0 < pfVar4[1] - pfVar3[1]) {
fVar12 = (param_1 - pfVar3[1]) / (pfVar4[1] - pfVar3[1]);
if (fVar12 <= 0.0) {
fVar12 = 0.0;
}
if (1.0 <= fVar12) {
fVar12 = 1.0;
}
}
Interpolator_CurveInterpolatorsForType
((uint)*(byte *)((int)pfVar3 + 9) << 7 | (uint)(*(byte *)(pfVar3 + 2) >> 1),
&local_70,&local_6c);
Interpolator_CurveInterpolatorsForType
((uint)*(byte *)((int)pfVar4 + 9) << 7 | (uint)(*(byte *)(pfVar4 + 2) >> 1),
&local_68,&local_70);
fVar13 = local_54;
if ((local_6c != 0xf) && (fVar13 = local_48, local_68 != 0xf)) {
if (local_6c == local_68) {
Interpolator_CurveInterpolate
(local_6c,(Vector *)&local_64,(Vector *)&local_58,(Vector *)&local_4c,
(Vector *)&local_40,fVar12,local_28);
fVar13 = local_24;
}
else {
Interpolator_CurveInterpolate
(local_6c,(Vector *)&local_64,(Vector *)&local_58,(Vector *)&local_4c,
(Vector *)&local_40,fVar12,local_34);
Interpolator_CurveInterpolate
(local_68,(Vector *)&local_64,(Vector *)&local_58,(Vector *)&local_4c,
(Vector *)&local_40,fVar12,local_28);
fVar13 = (local_24 - local_30) * fVar12 + local_30;
}
}
fVar12 = 0.0;
if (0.0 <= fVar13) {
fVar12 = fVar13;
}
if (1.0 <= fVar12) {
fVar12 = 1.0;
}
goto LAB_00ba40a0;
}
}
iVar8 = iVar8 + iVar10;
if ((iVar5 < iVar8) || (iVar10 = iVar9, iVar8 < -1)) goto LAB_00ba3e69;
goto LAB_00ba3df4;
}
}
LAB_00ba40a0:
return (longdouble)fVar12;
}
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.