L L4D2node

CMultiPlayerAnimState::DebugShowAnimState

0x0046cd60 · 1062 bytes · __thiscall

_ZN21CMultiPlayerAnimState18DebugShowAnimStateEi

Decompiled

undefined (2 params)

/* CMultiPlayerAnimState::DebugShowAnimState(int) */

void __thiscall CMultiPlayerAnimState::DebugShowAnimState(CMultiPlayerAnimState *this,int param_1)

{
  float fVar1;
  float fVar2;
  CBaseEntity *pCVar3;
  int iVar4;
  undefined4 uVar5;
  int iVar6;
  CStudioHdr *pCVar7;
  CStudioHdr *pCVar8;
  float fVar9;
  double dVar10;
  float local_7c;
  float local_78;
  undefined4 local_70;
  undefined4 local_6c;
  undefined4 local_68;
  float local_64;
  float local_60;
  float local_5c;
  float local_58;
  float local_54;
  float local_50;
  Vector local_4c [12];
  float local_40;
  float local_3c;
  float local_38;
  float local_34;
  float local_30;
  float local_2c;
  float local_28;
  float local_24;
  float local_20;
  
  GetOuterAbsVelocity(this,(Vector *)&local_7c);
  Anim_StateLog("----------------- frame %d -----------------\n",*(undefined4 *)(gpGlobals + 4));
  pCVar3 = *(CBaseEntity **)(this + 0x1c);
  pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
  fVar1 = *(float *)(pCVar3 + 0x490);
  iVar4 = *(int *)(pCVar3 + 0x494);
  if (pCVar7 == (CStudioHdr *)0x0) {
    iVar6 = CBaseEntity::GetModel(pCVar3);
    if (iVar6 == 0) {
      pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)pCVar3);
      pCVar7 = *(CStudioHdr **)(pCVar3 + 0x13e0);
    }
    pCVar8 = (CStudioHdr *)0x0;
    if (pCVar7 == (CStudioHdr *)0x0) goto LAB_0046cdc9;
  }
  pCVar8 = (CStudioHdr *)0x0;
  if (*(int *)pCVar7 != 0) {
    pCVar8 = pCVar7;
  }
LAB_0046cdc9:
  uVar5 = GetSequenceName(pCVar8,iVar4);
  Anim_StatePrintf(param_1,"main: %s, cycle: %.2f\n",uVar5,SUB84((double)fVar1,0),
                   (int)((ulonglong)(double)fVar1 >> 0x20));
  dVar10 = (double)SQRT(local_78 * local_78 + local_7c * local_7c);
  Anim_StatePrintf(param_1 + 1,"vel: %.2f, time: %.2f, max: %.2f",SUB84(dVar10,0),
                   (int)((ulonglong)dVar10 >> 0x20),SUB84((double)*(float *)(gpGlobals + 0xc),0),
                   (int)((ulonglong)(double)*(float *)(gpGlobals + 0xc) >> 0x20),
                   (double)*(float *)(this + 0x110));
  Anim_StateLog("--------------------------------------------\n\n");
  pCVar3 = *(CBaseEntity **)(this + 0x1c);
  if (((byte)pCVar3[0x14d] & 8) != 0) {
    CBaseEntity::CalcAbsolutePosition(pCVar3);
  }
  local_70 = 0;
  fVar1 = *(float *)(pCVar3 + 0x2e0);
  local_68 = 0;
  fVar2 = *(float *)(pCVar3 + 0x2e4);
  fVar9 = *(float *)(pCVar3 + 0x2e8) + 3.0;
  local_6c = *(undefined4 *)(this + 0xe4);
  AngleVectors((QAngle *)&local_70,(Vector *)&local_64,(Vector *)&local_58,local_4c);
  local_20 = local_5c * 80.0 + fVar9;
  local_28 = local_64 * 80.0 + fVar1;
  local_24 = local_60 * 80.0 + fVar2;
  local_34 = fVar1 - local_58 * 5.0;
  local_40 = local_58 * 5.0 + fVar1;
  local_30 = fVar2 - local_54 * 5.0;
  local_3c = local_54 * 5.0 + fVar2;
  local_2c = fVar9 - local_50 * 5.0;
  local_38 = local_50 * 5.0 + fVar9;
  (**(code **)(*debugoverlay + 8))
            (debugoverlay,&local_40,&local_34,&local_28,0xff,0,0,0xff,0,0x3c23d70a);
  local_6c = *(undefined4 *)(this + 0x24);
  AngleVectors((QAngle *)&local_70,(Vector *)&local_64,(Vector *)&local_58,local_4c);
  local_20 = local_5c * 80.0 + fVar9;
  local_24 = local_60 * 80.0 + fVar2;
  local_28 = local_64 * 80.0 + fVar1;
  local_34 = fVar1 - local_58 * 5.0;
  local_40 = fVar1 + local_58 * 5.0;
  local_3c = fVar2 + local_54 * 5.0;
  local_30 = fVar2 - local_54 * 5.0;
  local_2c = fVar9 - local_50 * 5.0;
  local_38 = local_50 * 5.0 + fVar9;
  (**(code **)(*debugoverlay + 8))
            (debugoverlay,&local_40,&local_34,&local_28,0,0,0xff,0xff,0,0x3c23d70a);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)