L L4D2node

CBaseAnimating::GetSequenceMoveDist

0x005dfd80 · 102 bytes · __thiscall

_ZN14CBaseAnimating19GetSequenceMoveDistEP10CStudioHdri

Decompiled

undefined (3 params)

/* CBaseAnimating::GetSequenceMoveDist(CStudioHdr*, int) */

longdouble __thiscall
CBaseAnimating::GetSequenceMoveDist(CBaseAnimating *this,CStudioHdr *param_1,int param_2)

{
  float local_18;
  float local_14;
  float local_10;
  
  ::GetSequenceLinearMotion(param_1,param_2,(float *)(this + 0x498),(Vector *)&local_18);
  return (longdouble)SQRT(local_18 * local_18 + local_14 * local_14 + local_10 * local_10);
}

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)