L L4D2node

CBaseFlex::IsSuppressedFlexAnimation

0x00626230 · 149 bytes · __thiscall

_ZN9CBaseFlex25IsSuppressedFlexAnimationEP15CSceneEventInfo

Decompiled

undefined (2 params)

/* CBaseFlex::IsSuppressedFlexAnimation(CSceneEventInfo*) */

bool __thiscall CBaseFlex::IsSuppressedFlexAnimation(CBaseFlex *this,CSceneEventInfo *param_1)

{
  float fVar1;
  float fVar2;
  char cVar3;
  longdouble extraout_ST0;
  
  if (*(CChoreoScene **)(param_1 + 4) != (CChoreoScene *)0x0) {
    cVar3 = CChoreoScene::IsBackground(*(CChoreoScene **)(param_1 + 4));
    if (cVar3 != '\0') {
      fVar1 = *(float *)(this + 0x17d4);
      fVar2 = *(float *)(gpGlobals + 0xc);
      CBaseAnimating::GetAnimTimeInterval((CBaseAnimating *)this);
      return fVar2 - (float)extraout_ST0 * 1.5 < fVar1;
    }
  }
  *(undefined4 *)(this + 0x17d4) = *(undefined4 *)(gpGlobals + 0xc);
  return false;
}

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)