L L4D2node

CBaseFlex::AddFlexSetting

0x00628f40 · 271 bytes · __cdecl

_ZN9CBaseFlex14AddFlexSettingEPKcfPK16flexsettinghdr_tb

Decompiled

undefined (4 params)

/* CBaseFlex::AddFlexSetting(char const*, float, flexsettinghdr_t const*, bool) */

void CBaseFlex::AddFlexSetting(char *param_1,float param_2,flexsettinghdr_t *param_3,bool param_4)

{
  flexsettinghdr_t *pfVar1;
  int iVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  longdouble lVar6;
  float fVar7;
  undefined3 in_stack_00000011;
  
  if (0 < *(int *)(_param_4 + 0x4c)) {
    iVar4 = 0;
    iVar5 = 0;
    do {
      pfVar1 = _param_4 + *(int *)(_param_4 + 0x50) + iVar5;
      if ((pfVar1 != (flexsettinghdr_t *)0x0) &&
         (iVar2 = _V_stricmp((char *)(pfVar1 + *(int *)pfVar1),(char *)param_2), iVar2 == 0)) {
        if (*(int *)(_param_4 + 0x4c) <= iVar4) {
          return;
        }
        iVar4 = *(int *)(pfVar1 + 8);
        if (pfVar1 + *(int *)(pfVar1 + 0x14) == (flexsettinghdr_t *)0x0) {
          return;
        }
        if (iVar4 < 1) {
          return;
        }
        iVar5 = 0;
        pfVar1 = pfVar1 + *(int *)(pfVar1 + 0x14);
        do {
          iVar5 = iVar5 + 1;
          uVar3 = FlexControllerLocalToGlobal((CBaseFlex *)param_1,_param_4,*(int *)pfVar1);
          fVar7 = (float)param_3 * *(float *)(pfVar1 + 8);
          if (fVar7 <= 0.0) {
            fVar7 = 0.0;
          }
          if (1.0 <= fVar7) {
            fVar7 = 1.0;
          }
          lVar6 = (longdouble)GetFlexWeight((CBaseFlex *)param_1,uVar3);
          SetFlexWeight((CBaseFlex *)param_1,uVar3,
                        (1.0 - fVar7) * (float)lVar6 + fVar7 * *(float *)(pfVar1 + 4));
          pfVar1 = pfVar1 + 0xc;
        } while (iVar5 != iVar4);
        return;
      }
      iVar4 = iVar4 + 1;
      iVar5 = iVar5 + 0x18;
    } while (iVar4 < *(int *)(_param_4 + 0x4c));
  }
  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)