L L4D2node

CBaseAnimatingOverlay::SetLayerDuration

0x005ec520 · 168 bytes · __thiscall

_ZN21CBaseAnimatingOverlay16SetLayerDurationEif

Decompiled

undefined (3 params)

/* CBaseAnimatingOverlay::SetLayerDuration(int, float) */

void __thiscall
CBaseAnimatingOverlay::SetLayerDuration(CBaseAnimatingOverlay *this,int param_1,float param_2)

{
  int iVar1;
  int iVar2;
  CStudioHdr *pCVar3;
  CStudioHdr *pCVar4;
  byte *pbVar5;
  longdouble lVar6;
  
  if (param_1 < 0) {
    return;
  }
  if (*(int *)(this + 0x1400) <= param_1) {
    return;
  }
  pbVar5 = (byte *)(param_1 * 0x4c + *(int *)(this + 0x13f4));
  if ((*pbVar5 & 1) == 0) {
    return;
  }
  if (param_2 <= 0.0) {
    return;
  }
  pCVar3 = *(CStudioHdr **)(this + 0x13e0);
  iVar1 = *(int *)(pbVar5 + 8);
  if (pCVar3 == (CStudioHdr *)0x0) {
    iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar2 == 0) {
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      pCVar3 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (pCVar3 == (CStudioHdr *)0x0) {
      pCVar4 = (CStudioHdr *)0x0;
      goto LAB_005ec574;
    }
  }
  pCVar4 = (CStudioHdr *)0x0;
  if (*(int *)pCVar3 != 0) {
    pCVar4 = pCVar3;
  }
LAB_005ec574:
  lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar4,iVar1);
  *(float *)(pbVar5 + 0x18) = (float)lVar6 / param_2;
  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)