L L4D2node

CEnvAirStrikeIndoorEffect::FindAnimationSequence

0x00674a90 · 464 bytes · __thiscall

_ZN25CEnvAirStrikeIndoorEffect21FindAnimationSequenceEv

Decompiled

undefined (1 param)

/* CEnvAirStrikeIndoorEffect::FindAnimationSequence() */

void __thiscall CEnvAirStrikeIndoorEffect::FindAnimationSequence(CEnvAirStrikeIndoorEffect *this)

{
  float fVar1;
  undefined ***pppuVar2;
  undefined4 uVar3;
  int iVar4;
  int in_GS_OFFSET;
  undefined **ppuVar5;
  undefined **local_134 [7];
  undefined1 local_118;
  char local_117 [259];
  undefined4 local_14;
  int local_10;
  
  local_10 = *(int *)(in_GS_OFFSET + 0x14);
  local_134[0] = (undefined **)0x43100000;
  local_134[1] = (undefined **)0x43180000;
  local_134[2] = (undefined **)0x43200000;
  local_134[3] = (undefined **)0x433e0000;
  local_134[4] = (undefined **)0x43960000;
  local_134[5] = (undefined **)0x43a00000;
  RandomInt(1,100);
  if (*(int *)(this + 0x1400) == -1) {
    fVar1 = *(float *)(this + 0x13f8);
    ppuVar5 = (undefined **)0x43000000;
    pppuVar2 = local_134;
    while (6.0 < ABS(fVar1 - (float)ppuVar5)) {
      if (pppuVar2 == local_134 + 6) {
        uVar3 = CBaseEntity::GetDebugName((CBaseEntity *)this);
        Msg("ERROR - Air strike effect named \'%s\' has an unsupported height of %f\n",uVar3,
            (double)fVar1);
        UTIL_Remove((CBaseEntity *)this);
        goto LAB_00674baa;
      }
      ppuVar5 = *pppuVar2;
      pppuVar2 = pppuVar2 + 1;
    }
  }
  local_14 = 0;
  local_117[0] = '\0';
  local_118 = 1;
  local_134[6] = &PTR_InitQuietTruncation_00c08ee8;
  V_snprintf(local_117,0x100,"fall_%d%c");
  iVar4 = CBaseAnimating::LookupSequence((CBaseAnimating *)this,local_117);
  CBaseAnimating::SetSequence((CBaseAnimating *)this,iVar4);
LAB_00674baa:
  if (local_10 != *(int *)(in_GS_OFFSET + 0x14)) {
                    /* WARNING: Subroutine does not return */
    __stack_chk_fail();
  }
  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)