L L4D2node

CBaseFlex::ProcessGestureSceneEvent

0x00625ba0 · 643 bytes · __thiscall

_ZN9CBaseFlex24ProcessGestureSceneEventEP15CSceneEventInfoP12CChoreoSceneP12CChoreoEvent

Decompiled

undefined (4 params)

/* CBaseFlex::ProcessGestureSceneEvent(CSceneEventInfo*, CChoreoScene*, CChoreoEvent*) */

CBaseFlex __thiscall
CBaseFlex::ProcessGestureSceneEvent
          (CBaseFlex *this,CSceneEventInfo *param_1,CChoreoScene *param_2,CChoreoEvent *param_3)

{
  char cVar1;
  int iVar2;
  int iVar3;
  CBaseFlex CVar4;
  longdouble lVar5;
  longdouble lVar6;
  longdouble lVar7;
  float fVar8;
  float fVar9;
  
  if (param_1 == (CSceneEventInfo *)0x0 || param_3 == (CChoreoEvent *)0x0) {
    return (CBaseFlex)0x0;
  }
  CVar4 = (CBaseFlex)0x0;
  if (param_2 != (CChoreoScene *)0x0) {
    iVar2 = *(int *)(param_1 + 0x14);
    if (iVar2 == -2) {
      HandleStartGestureSceneEvent(this,param_1,param_2,param_3,*(CChoreoActor **)(param_1 + 8));
      iVar2 = *(int *)(param_1 + 0x14);
    }
    if (-1 < iVar2) {
      lVar5 = (longdouble)(*(code *)**(undefined4 **)param_3)(param_3);
      lVar6 = (longdouble)CChoreoScene::GetTime(param_2);
      lVar7 = (longdouble)CChoreoEvent::GetStartTime(param_3);
      lVar5 = (longdouble)
              CChoreoEvent::GetOriginalPercentageFromPlaybackPercentage
                        (param_3,((float)lVar6 - (float)lVar7) / (float)lVar5);
      CBaseAnimatingOverlay::SetLayerCycle
                ((CBaseAnimatingOverlay *)this,*(int *)(param_1 + 0x14),(float)lVar5);
      lVar5 = (longdouble)CChoreoScene::GetTime(param_2);
      lVar5 = (longdouble)CChoreoEvent::GetIntensity(param_3,(float)lVar5);
      if (param_1[0x20] == (CSceneEventInfo)0x0) {
        cVar1 = (**(code **)(*(int *)this + 0x154))(this);
        fVar8 = *(float *)(param_1 + 0x24);
        if (cVar1 == '\0') {
          if (fVar8 < 0.8) {
            fVar8 = fVar8 + 0.2;
            fVar9 = fVar8 * fVar8 * 3.0 - (fVar8 + fVar8) * fVar8 * fVar8;
          }
          else {
            fVar9 = 1.0;
            fVar8 = fVar9;
          }
          *(float *)(param_1 + 0x24) = fVar8;
          fVar9 = fVar9 * (float)lVar5;
        }
        else {
          if (0.2 < fVar8) {
            fVar8 = fVar8 - 0.2;
            fVar9 = (float)lVar5 * (fVar8 * fVar8 * 3.0 - (fVar8 + fVar8) * fVar8 * fVar8);
          }
          else {
            fVar9 = 0.0;
            fVar8 = fVar9;
          }
          *(float *)(param_1 + 0x24) = fVar8;
        }
      }
      else {
        fVar8 = *(float *)(param_1 + 0x24);
        fVar9 = (float)lVar5 * (fVar8 * fVar8 * 3.0 - (fVar8 + fVar8) * fVar8 * fVar8);
      }
      CBaseAnimatingOverlay::SetLayerWeight
                ((CBaseAnimatingOverlay *)this,*(int *)(param_1 + 0x14),fVar9);
      CVar4 = this[0x17d0];
      if (CVar4 != (CBaseFlex)0x0) {
        iVar2 = *(int *)(param_1 + 0x18);
        iVar3 = GetScenePriority(this,param_2);
        CBaseAnimatingOverlay::SetLayerPriority
                  ((CBaseAnimatingOverlay *)this,*(int *)(param_1 + 0x14),iVar2 + iVar3);
        return CVar4;
      }
    }
    CVar4 = (CBaseFlex)0x1;
  }
  return CVar4;
}

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.



        

        

          

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