L L4D2node

CBaseAnimating::GetSequenceMoveYaw

0x005e2820 · 201 bytes · __thiscall

_ZN14CBaseAnimating18GetSequenceMoveYawEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetSequenceMoveYaw(int) */

longdouble __thiscall CBaseAnimating::GetSequenceMoveYaw(CBaseAnimating *this,int param_1)

{
  int iVar1;
  CStudioHdr *pCVar2;
  CStudioHdr *pCVar3;
  longdouble lVar4;
  float local_18;
  float local_14;
  float local_10;
  
  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);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e2848;
  }
  pCVar3 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar3 = pCVar2;
  }
LAB_005e2848:
  ::GetSequenceLinearMotion(pCVar3,param_1,(float *)(this + 0x498),(Vector *)&local_18);
  if (SQRT(local_18 * local_18 + local_10 * local_10 + local_14 * local_14) <= 0.0) {
    return (longdouble)99999.0;
  }
  lVar4 = (longdouble)UTIL_VecToYaw((Vector *)&local_18);
  return lVar4;
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)