L L4D2node

CBaseAnimatingOverlay::AddGestureSequence

0x005edee0 · 189 bytes · __thiscall

_ZN21CBaseAnimatingOverlay18AddGestureSequenceEifb

Decompiled

undefined (4 params)

/* CBaseAnimatingOverlay::AddGestureSequence(int, float, bool) */

int __thiscall
CBaseAnimatingOverlay::AddGestureSequence
          (CBaseAnimatingOverlay *this,int param_1,float param_2,bool param_3)

{
  int iVar1;
  int iVar2;
  int iVar3;
  CStudioHdr *pCVar4;
  CStudioHdr *pCVar5;
  longdouble lVar6;
  
  iVar2 = AddGestureSequence(this,param_1,param_3);
  if ((iVar2 < 0) || (param_2 <= 0.0)) {
    return iVar2;
  }
  pCVar4 = *(CStudioHdr **)(this + 0x13e0);
  iVar1 = *(int *)(this + 0x13f4);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
      pCVar4 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 == (CStudioHdr *)0x0) goto LAB_005edf49;
  }
  pCVar5 = (CStudioHdr *)0x0;
  if (*(int *)pCVar4 != 0) {
    pCVar5 = pCVar4;
  }
LAB_005edf49:
  lVar6 = (longdouble)CBaseAnimating::SequenceDuration((CBaseAnimating *)this,pCVar5,param_1);
  *(float *)(iVar2 * 0x4c + iVar1 + 0x18) = (float)lVar6 / param_2;
  return iVar2;
}

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)