L L4D2node

CBaseAnimating::StudioFrameAdvanceInternal

0x005e3630 · 375 bytes · __thiscall

_ZN14CBaseAnimating26StudioFrameAdvanceInternalEP10CStudioHdrf

Decompiled

undefined (3 params)

/* CBaseAnimating::StudioFrameAdvanceInternal(CStudioHdr*, float) */

void __thiscall
CBaseAnimating::StudioFrameAdvanceInternal(CBaseAnimating *this,CStudioHdr *param_1,float param_2)

{
  CBaseEdict *this_00;
  bool bVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  float fVar5;
  
  fVar5 = *(float *)(this + 0x490);
  fVar4 = param_2 + fVar5;
  bVar1 = fVar4 < 0.0;
  if (fVar4 < 1.0) {
    if (!bVar1) {
      lVar3 = (longdouble)GetLastVisibleCycle(this,param_1,*(int *)(this + 0x494));
      if ((float)lVar3 < fVar4) {
        this[0x488] = (CBaseAnimating)0x1;
      }
      fVar5 = *(float *)(this + 0x490);
      goto LAB_005e36a8;
    }
  }
  else {
    (**(code **)(*(int *)this + 0x330))(this);
    fVar5 = *(float *)(this + 0x490);
  }
  if (this[0x489] == (CBaseAnimating)0x0) {
    fVar4 = 1.0;
    if (bVar1) {
      fVar4 = 0.0;
    }
  }
  else {
    fVar4 = fVar4 - (float)(int)fVar4;
  }
  this[0x488] = (CBaseAnimating)0x1;
LAB_005e36a8:
  if (fVar4 != fVar5) {
    if (this[0x6c] == (CBaseAnimating)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar2 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar2 + 2) = 0;
      }
      *(float *)(this + 0x490) = fVar4;
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
      *(float *)(this + 0x490) = fVar4;
    }
  }
  lVar3 = (longdouble)
          (**(code **)(*(int *)this + 0x33c))(this,param_1,*(undefined4 *)(this + 0x494));
  *(float *)(this + 0x440) = (float)lVar3;
  CBaseEntity::InvalidatePhysicsRecursive((CBaseEntity *)this,8);
  InvalidateBoneCacheIfOlderThan(this,0.0);
  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)