L L4D2node

CSprite::Animate

0x004c3650 · 261 bytes · __thiscall

_ZN7CSprite7AnimateEf

Decompiled

undefined (2 params)

/* CSprite::Animate(float) */

void __thiscall CSprite::Animate(CSprite *this,float param_1)

{
  CBaseEdict *pCVar1;
  float fVar2;
  int iVar3;
  ushort in_FPUStatusWord;
  float fVar4;
  float fVar5;
  
  fVar4 = *(float *)(this + 0x44c);
  fVar5 = param_1 + fVar4;
  if (fVar4 != fVar5) {
    if (this[0x6c] == (CSprite)0x0) {
      pCVar1 = *(CBaseEdict **)(this + 0x30);
      if (pCVar1 != (CBaseEdict *)0x0) {
        *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
        iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
        *(undefined2 *)(iVar3 + 2) = 0;
      }
    }
    else {
      this[0x70] = (CSprite)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x44c) = fVar5;
    fVar4 = fVar5;
  }
  fVar5 = *(float *)(this + 0x474);
  if (fVar5 < fVar4) {
    if (((byte)this[0x148] & 2) != 0) {
      TurnOff(this);
      return;
    }
    fVar2 = fVar4;
    if (0.0 < fVar5) {
      do {
        fVar2 = fVar2 - (fVar2 / fVar5) * fVar5;
      } while ((in_FPUStatusWord & 0x400) != 0);
      if (fVar2 != fVar4) {
        if (this[0x6c] == (CSprite)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CSprite)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x44c) = fVar2;
        return;
      }
    }
  }
  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)