CFlexAnimationTrack::GetIntensityInternal
0x00ba4170 · 186 bytes · __thiscall
_ZN19CFlexAnimationTrack20GetIntensityInternalEfi
Decompiled
undefined (3 params)
/* CFlexAnimationTrack::GetIntensityInternal(float, int) */
longdouble __thiscall
CFlexAnimationTrack::GetIntensityInternal(CFlexAnimationTrack *this,float param_1,int param_2)
{
float fVar1;
int iVar2;
longdouble lVar3;
iVar2 = *(int *)(this + 0x58);
if (((iVar2 == 0) || (*(float *)(iVar2 + 0x4c) == -1.0)) || (param_1 < *(float *)(iVar2 + 0x48)))
{
lVar3 = (longdouble)GetZeroValue(this,param_2,true);
}
else if (param_1 <= *(float *)(iVar2 + 0x4c)) {
lVar3 = (longdouble)GetFracIntensity(this,param_1 - *(float *)(iVar2 + 0x48),param_2);
}
else {
lVar3 = (longdouble)GetZeroValue(this,param_2,false);
}
if (param_2 == 0) {
fVar1 = *(float *)(this + 8);
if (fVar1 != *(float *)(this + 0xc)) {
lVar3 = (longdouble)((float)lVar3 * (*(float *)(this + 0xc) - fVar1) + fVar1);
}
}
return lVar3;
}
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.