L L4D2node

CInfectedAnimationLayer::Update

0x00a0dc80 · 298 bytes · __cdecl

_ZN23CInfectedAnimationLayer6UpdateEP14CBaseAnimatingP15CAnimationLayeri

Decompiled

undefined (3 params)

/* CInfectedAnimationLayer::Update(CBaseAnimating*, CAnimationLayer*, int) */

void CInfectedAnimationLayer::Update(CBaseAnimating *param_1,CAnimationLayer *param_2,int param_3)

{
  CBaseAnimating CVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  
  if (((*(byte *)param_3 & 1) == 0) || (iVar3 = *(int *)(param_3 + 0x3c), iVar3 == 0xf)) {
    if (*(int *)(param_1 + 0xc) == 6) {
      return;
    }
    (**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0xc);
    *(undefined4 *)(param_1 + 0xc) = 6;
    return;
  }
  iVar2 = *(int *)(param_3 + 8);
  if (*(int *)(param_1 + 4) == iVar2) {
    if (param_1[0x10] != *(CBaseAnimating *)(param_3 + 5)) {
      iVar2 = *(int *)(param_1 + 0xc);
LAB_00a0dd7c:
      if (iVar2 != iVar3) goto LAB_00a0dccc;
      goto LAB_00a0dcde;
    }
    iVar2 = *(int *)(param_1 + 0xc);
    if (iVar2 == 0xf) goto LAB_00a0dd7c;
    if (param_1[0x10] == (CBaseAnimating)0x0) {
      fVar4 = *(float *)(param_3 + 0xc);
      if (*(float *)(param_1 + 0x14) <= fVar4) goto LAB_00a0dd14;
      goto LAB_00a0dcc8;
    }
  }
  else {
    (**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 4);
    *(int *)(param_1 + 4) = iVar2;
    iVar2 = *(int *)(param_1 + 0xc);
    iVar3 = *(int *)(param_3 + 0x3c);
LAB_00a0dcc8:
    if (iVar2 != iVar3) {
LAB_00a0dccc:
      (**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0xc);
      *(int *)(param_1 + 0xc) = iVar3;
    }
LAB_00a0dcde:
    CVar1 = *(CBaseAnimating *)(param_3 + 5);
    if (CVar1 != param_1[0x10]) {
      (**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 0x10);
      param_1[0x10] = CVar1;
    }
    fVar4 = *(float *)(gpGlobals + 0xc);
    if (fVar4 != *(float *)(param_1 + 8)) {
      (**(code **)(*(int *)param_1 + 4))(param_1,param_1 + 8);
      *(float *)(param_1 + 8) = fVar4;
    }
  }
  fVar4 = *(float *)(param_3 + 0xc);
LAB_00a0dd14:
  *(float *)(param_1 + 0x14) = fVar4;
  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)