L L4D2node

CBaseAnimating::StudioFrameAdvanceManual

0x005e7680 · 454 bytes · __thiscall

_ZN14CBaseAnimating24StudioFrameAdvanceManualEf

Decompiled

undefined (2 params)

/* CBaseAnimating::StudioFrameAdvanceManual(float) */

void __thiscall CBaseAnimating::StudioFrameAdvanceManual(CBaseAnimating *this,float param_1)

{
  float fVar1;
  CBaseEdict *this_00;
  int iVar2;
  CStudioHdr *pCVar3;
  CStudioHdr *pCVar4;
  longdouble lVar5;
  float fVar6;
  float fVar7;
  
  pCVar3 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar3 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (pCVar3 == (CStudioHdr *)0x0) {
      return;
    }
  }
  if (*(int *)pCVar3 == 0) {
    return;
  }
  UpdateModelScale(this);
  fVar6 = *(float *)(gpGlobals + 0xc);
  fVar7 = *(float *)(this + 0x90);
  if (fVar6 != *(float *)(this + 0x90)) {
    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;
      }
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
    }
    *(float *)(this + 0x90) = fVar6;
    fVar7 = fVar6;
  }
  *(float *)(this + 0x8c) = fVar7 - param_1;
  lVar5 = (longdouble)SequenceDuration(this,pCVar3,*(int *)(this + 0x494));
  fVar6 = 0.0;
  fVar7 = 10.0;
  if (0.0 < (float)lVar5) {
    fVar7 = 1.0 / (float)lVar5;
  }
  fVar1 = *(float *)(this + 0x528);
  if (fVar1 < 0.0) {
    fVar6 = *(float *)(this + 0x468) * param_1 * fVar7;
  }
  else if (fVar1 <= 1.0) {
    fVar6 = *(float *)(this + 0x468) * param_1 * (1.0 - fVar1) * fVar7;
  }
  pCVar3 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar3 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar4 = (CStudioHdr *)0x0;
    if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e774e;
  }
  pCVar4 = (CStudioHdr *)0x0;
  if (*(int *)pCVar3 != 0) {
    pCVar4 = pCVar3;
  }
LAB_005e774e:
  StudioFrameAdvanceInternal(this,pCVar4,fVar6);
  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)