L L4D2node

CBaseAnimating::GetMovementFrame

0x005e1e40 · 127 bytes · __thiscall

_ZN14CBaseAnimating16GetMovementFrameEf

Decompiled

undefined (2 params)

/* CBaseAnimating::GetMovementFrame(float) */

longdouble __thiscall CBaseAnimating::GetMovementFrame(CBaseAnimating *this,float param_1)

{
  int iVar1;
  CStudioHdr *pCVar2;
  longdouble lVar3;
  
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (pCVar2 == (CStudioHdr *)0x0) {
      return (longdouble)0;
    }
  }
  if (*(int *)pCVar2 == 0) {
    lVar3 = (longdouble)0;
  }
  else {
    lVar3 = (longdouble)
            Studio_FindSeqDistance(pCVar2,*(int *)(this + 0x494),(float *)(this + 0x498),param_1);
  }
  return lVar3;
}

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)