L L4D2node

CBaseAnimating::UpdateModelScale

0x005e7540 · 283 bytes · __thiscall

_ZN14CBaseAnimating16UpdateModelScaleEv

Decompiled

undefined (1 param)

/* CBaseAnimating::UpdateModelScale() */

void __thiscall CBaseAnimating::UpdateModelScale(CBaseAnimating *this)

{
  CBaseEdict *pCVar1;
  float *pfVar2;
  int iVar3;
  float fVar4;
  
  pfVar2 = (float *)CBaseEntity::GetDataObject((CBaseEntity *)this,3);
  if (pfVar2 != (float *)0x0) {
    if (*(float *)(gpGlobals + 0xc) < pfVar2[2]) {
      fVar4 = (*(float *)(gpGlobals + 0xc) - pfVar2[3]) / (pfVar2[2] - pfVar2[3]);
      if (fVar4 <= 0.0) {
        fVar4 = 0.0;
      }
      if (1.0 <= fVar4) {
        fVar4 = 1.0;
      }
      fVar4 = (pfVar2[1] - *pfVar2) * fVar4 + *pfVar2;
      if (fVar4 != *(float *)(this + 0x464)) {
        if (this[0x6c] == (CBaseAnimating)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x464) = fVar4;
        return;
      }
    }
    else {
      fVar4 = pfVar2[1];
      if (fVar4 != *(float *)(this + 0x464)) {
        if (this[0x6c] == (CBaseAnimating)0x0) {
          pCVar1 = *(CBaseEdict **)(this + 0x30);
          if (pCVar1 != (CBaseEdict *)0x0) {
            *(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
            iVar3 = CBaseEdict::GetChangeAccessor(pCVar1);
            *(undefined2 *)(iVar3 + 2) = 0;
          }
        }
        else {
          this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
        }
        *(float *)(this + 0x464) = fVar4;
      }
      CBaseEntity::DestroyDataObject((CBaseEntity *)this,3);
    }
  }
  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)