CSheet::GetSampleForSequence
0x00bde700 · 141 bytes · __thiscall
_ZN6CSheet20GetSampleForSequenceEffib
Decompiled
undefined (5 params)
/* CSheet::GetSampleForSequence(float, float, int, bool) */
int __thiscall
CSheet::GetSampleForSequence(CSheet *this,float param_1,float param_2,int param_3,bool param_4)
{
uint uVar1;
uint uVar2;
if (*(int *)(this + param_3 * 4 + 0x184) == 1) {
return *(int *)(this + param_3 * 4 + 4);
}
uVar2 = (uint)(2.1474836e+09 <= param_1 * param_2);
uVar2 = (int)(param_1 * param_2 - (float)(-uVar2 & 0x4f000000)) ^ uVar2 * -0x80000000;
if ((((byte)this[param_3 + 0x104] & 1) == 0) || (param_4)) {
uVar1 = uVar2 & 0x1ff;
}
else {
uVar1 = 0x1ff;
if (uVar2 < 0x200) {
uVar1 = uVar2;
}
}
return uVar1 * 0x44 + *(int *)(this + param_3 * 4 + 4);
}
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.