L L4D2node

CBaseAnimating::GetAnimTimeInterval

0x005dfb50 · 96 bytes · __thiscall

_ZNK14CBaseAnimating19GetAnimTimeIntervalEv

Decompiled

undefined (1 param)

/* CBaseAnimating::GetAnimTimeInterval() const */

longdouble __thiscall CBaseAnimating::GetAnimTimeInterval(CBaseAnimating *this)

{
  float fVar1;
  float fVar2;
  
  fVar1 = *(float *)(this + 0x90);
  if (fVar1 < *(float *)(gpGlobals + 0xc)) {
    fVar1 = *(float *)(gpGlobals + 0xc) - fVar1;
    if (fVar1 <= 0.0) {
      fVar1 = 0.0;
    }
    if (0.2 <= fVar1) {
      fVar1 = 0.2;
    }
    return (longdouble)fVar1;
  }
  fVar2 = 0.0;
  if (0.0 <= fVar1 - *(float *)(this + 0x8c)) {
    fVar2 = fVar1 - *(float *)(this + 0x8c);
  }
  if (0.2 <= fVar2) {
    fVar2 = 0.2;
  }
  return (longdouble)fVar2;
}

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)