L L4D2node

Studio_IKRuleWeight

0x00b86070 · 332 bytes · __cdecl

_Z19Studio_IKRuleWeightR15mstudioikrule_tPK17mstudioanimdesc_tfRiRf

Decompiled

undefined (5 params)

/* Studio_IKRuleWeight(mstudioikrule_t&, mstudioanimdesc_t const*, float, int&, float&) */

longdouble
Studio_IKRuleWeight(mstudioikrule_t *param_1,mstudioanimdesc_t *param_2,float param_3,int *param_4,
                   float *param_5)

{
  float fVar1;
  int iVar2;
  float fVar3;
  float fVar4;
  
  fVar4 = 1.0;
  if ((1.0 < *(float *)(param_1 + 0x58)) && (param_3 < *(float *)(param_1 + 0x4c))) {
    param_3 = param_3 + 1.0;
  }
  fVar3 = (param_3 - *(float *)(param_1 + 0x4c)) * (float)(*(int *)(param_2 + 0x10) + -1) +
          (float)*(int *)(param_1 + 0x44);
  iVar2 = (int)fVar3;
  *param_5 = fVar3;
  *param_4 = iVar2;
  *param_5 = *param_5 - (float)iVar2;
  fVar3 = *(float *)(param_1 + 0x4c);
  if (param_3 < fVar3) {
    *param_4 = *(int *)(param_1 + 0x44);
    *param_5 = 0.0;
    return (longdouble)0.0;
  }
  if (*(float *)(param_1 + 0x50) <= param_3) {
    fVar1 = *(float *)(param_1 + 0x54);
    if (param_3 < fVar1) goto LAB_00b86120;
    fVar4 = *(float *)(param_1 + 0x58);
    if (fVar4 <= param_3) {
      fVar4 = (fVar4 - fVar3) * (float)(*(int *)(param_2 + 0x10) + -1) +
              (float)*(int *)(param_1 + 0x44);
      iVar2 = (int)fVar4;
      *param_5 = fVar4;
      *param_4 = iVar2;
      *param_5 = *param_5 - (float)iVar2;
      fVar4 = 0.0;
      goto LAB_00b86120;
    }
    fVar4 = (param_3 - fVar1) / (fVar1 - fVar4) + 1.0;
  }
  else {
    fVar4 = (param_3 - fVar3) / (*(float *)(param_1 + 0x50) - fVar3);
  }
  fVar4 = fVar4 * fVar4 * 3.0 - (fVar4 + fVar4) * fVar4 * fVar4;
LAB_00b86120:
  return (longdouble)fVar4;
}

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)