CSheetExtended::GetSampleForSequence
0x00bde8b0 · 160 bytes · __thiscall
_ZN14CSheetExtended20GetSampleForSequenceEffib
Decompiled
undefined (5 params)
/* CSheetExtended::GetSampleForSequence(float, float, int, bool) */
undefined1 * __thiscall
CSheetExtended::GetSampleForSequence
(CSheetExtended *this,float param_1,float param_2,int param_3,bool param_4)
{
int iVar1;
int iVar2;
uint uVar3;
uint uVar4;
iVar2 = *(int *)this;
if (iVar2 == 0) {
return s_DefaultSheetSequence;
}
iVar1 = iVar2 + param_3 * 4;
if (*(int *)(iVar1 + 0x184) == 1) {
return *(undefined1 **)(iVar1 + 4);
}
uVar4 = (uint)(2.1474836e+09 <= param_1 * param_2);
uVar4 = (int)(param_1 * param_2 - (float)(-uVar4 & 0x4f000000)) ^ uVar4 * -0x80000000;
if (((*(byte *)(iVar2 + 0x104 + param_3) & 1) == 0) || (param_4)) {
uVar3 = uVar4 & 0x1ff;
}
else {
uVar3 = 0x1ff;
if (uVar4 < 0x200) {
uVar3 = uVar4;
}
}
return (undefined1 *)(uVar3 * 0x44 + *(int *)(iVar1 + 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.