L L4D2node

AddSequenceLayers

0x00b8f080 · 663 bytes · __cdecl

_Z17AddSequenceLayersPK10CStudioHdrP10CIKContextP6VectorP10QuaternionR16mstudioseqdesc_tifPKfiff

Decompiled

undefined (11 params)

/* AddSequenceLayers(CStudioHdr const*, CIKContext*, Vector*, Quaternion*, mstudioseqdesc_t&, int,
   float, float const*, int, float, float) */

void AddSequenceLayers(CStudioHdr *param_1,CIKContext *param_2,Vector *param_3,Quaternion *param_4,
                      mstudioseqdesc_t *param_5,int param_6,float param_7,float *param_8,int param_9
                      ,float param_10,float param_11)

{
  float fVar1;
  uint uVar2;
  int iVar3;
  int iVar4;
  int iVar5;
  mstudioseqdesc_t *pmVar6;
  float fVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  
  iVar5 = 0;
  if (0 < *(int *)(param_5 + 0x94)) {
    do {
      pmVar6 = param_5 + *(int *)(param_5 + 0x98) + iVar5 * 0x18;
      if ((*(uint *)(pmVar6 + 4) & 0x1000) == 0) {
        fVar7 = *(float *)(pmVar6 + 8);
        fVar8 = param_7;
        fVar10 = param_10;
        if (fVar7 != *(float *)(pmVar6 + 0x14)) {
          fVar9 = param_7;
          if ((*(uint *)(pmVar6 + 4) & 0x4000) != 0) {
            iVar3 = CStudioHdr::iRelativeSeq(param_1,param_6,(int)*(short *)pmVar6);
            iVar3 = CStudioHdr::GetSharedPoseParameter(param_1,iVar3,(int)*(short *)(pmVar6 + 2));
            if (iVar3 == -1) {
              fVar7 = *(float *)(pmVar6 + 8);
              fVar9 = 0.0;
            }
            else {
              iVar4 = CStudioHdr::pPoseParameter(param_1,iVar3);
              fVar9 = (*(float *)(iVar4 + 0xc) - *(float *)(iVar4 + 8)) * param_8[iVar3] +
                      *(float *)(iVar4 + 8);
              fVar7 = *(float *)(pmVar6 + 8);
            }
          }
          if ((fVar9 < fVar7) || (fVar1 = *(float *)(pmVar6 + 0x14), fVar1 <= fVar9))
          goto LAB_00b8f1fe;
          fVar10 = *(float *)(pmVar6 + 0xc);
          if ((fVar10 <= fVar9) || (fVar10 == fVar7)) {
            fVar10 = *(float *)(pmVar6 + 0x10);
            if ((fVar9 <= fVar10) || (fVar1 == fVar10)) {
              fVar10 = 1.0;
            }
            else {
              fVar10 = (fVar1 - fVar9) / (fVar1 - fVar10);
            }
            uVar2 = *(uint *)(pmVar6 + 4);
          }
          else {
            uVar2 = *(uint *)(pmVar6 + 4);
            fVar10 = (fVar9 - fVar7) / (fVar10 - fVar7);
          }
          if ((uVar2 & 0x40) != 0) {
            fVar10 = fVar10 * fVar10 * 3.0 - (fVar10 + fVar10) * fVar10 * fVar10;
          }
          if (((uVar2 & 0x80) == 0) ||
             (fVar9 < *(float *)(pmVar6 + 0x10) || fVar9 == *(float *)(pmVar6 + 0x10))) {
            if ((uVar2 & 0x200) == 0) {
              fVar10 = fVar10 * param_10;
            }
          }
          else {
            fVar10 = (param_10 * fVar10) / ((fVar10 + -1.0) * param_10 + 1.0);
          }
          if ((uVar2 & 0x4000) == 0) {
            fVar8 = (param_7 - fVar7) / (fVar1 - fVar7);
          }
        }
        iVar3 = CStudioHdr::iRelativeSeq(param_1,param_6,(int)*(short *)pmVar6);
        AccumulatePose(param_1,param_2,param_3,param_4,iVar3,fVar8,param_8,param_9,fVar10,param_11);
      }
LAB_00b8f1fe:
      iVar5 = iVar5 + 1;
    } while (iVar5 < *(int *)(param_5 + 0x94));
  }
  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)