L L4D2node

SendProxy_AnimTime

0x005ff160 · 99 bytes · __cdecl

_Z18SendProxy_AnimTimePK8SendPropPKvS3_P8DVariantii

Decompiled

undefined (6 params)

/* SendProxy_AnimTime(SendProp const*, void const*, void const*, DVariant*, int, int) */

void SendProxy_AnimTime(SendProp *param_1,void *param_2,void *param_3,DVariant *param_4,int param_5,
                       int param_6)

{
  int iVar1;
  uint uVar2;
  int iVar3;
  
  iVar3 = (int)(*(float *)((int)param_2 + 0x90) / *(float *)(gpGlobals + 0x1c) + 0.5);
  if (*(int *)((int)param_2 + 0x30) == 0) {
    iVar1 = 0;
  }
  else {
    iVar1 = *(int *)((int)param_2 + 0x30) - *(int *)(gpGlobals + 0x58) >> 4;
  }
  uVar2 = 0;
  iVar1 = *(int *)(gpGlobals + 0x34) *
          ((*(int *)(gpGlobals + 0x18) - iVar1 % *(int *)(gpGlobals + 0x38)) /
          *(int *)(gpGlobals + 0x34));
  if (iVar1 + -100 <= iVar3) {
    uVar2 = iVar3 - iVar1 & 0xff;
  }
  *(uint *)param_4 = uVar2;
  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)