L L4D2node

AddLocalLayers

0x00b8f340 · 495 bytes · __cdecl

_Z14AddLocalLayersPK10CStudioHdrP10CIKContextP6VectorP10QuaternionR16mstudioseqdesc_tifPKfiff

Decompiled

undefined (11 params)

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

void AddLocalLayers(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;
  float fVar2;
  uint uVar3;
  mstudioseqdesc_t *pmVar4;
  int iVar5;
  int iVar6;
  float fVar7;
  float fVar8;
  
  if ((((byte)param_5[0xd] & 2) != 0) && (0 < *(int *)(param_5 + 0x94))) {
    iVar6 = 0;
    do {
      pmVar4 = param_5 + *(int *)(param_5 + 0x98) + iVar6 * 0x18;
      uVar3 = *(uint *)(pmVar4 + 4);
      if ((uVar3 & 0x1000) != 0) {
        fVar1 = *(float *)(pmVar4 + 8);
        fVar2 = *(float *)(pmVar4 + 0x14);
        fVar7 = param_7;
        fVar8 = param_10;
        if (fVar1 != fVar2) {
          if ((param_7 < fVar1) || (fVar2 <= param_7)) goto LAB_00b8f4b2;
          fVar7 = *(float *)(pmVar4 + 0xc);
          if ((fVar7 <= param_7) || (fVar1 == fVar7)) {
            fVar7 = *(float *)(pmVar4 + 0x10);
            if ((param_7 <= fVar7) || (fVar2 == fVar7)) {
              fVar8 = 1.0;
            }
            else {
              fVar8 = (fVar2 - param_7) / (fVar2 - fVar7);
            }
          }
          else {
            fVar8 = (param_7 - fVar1) / (fVar7 - fVar1);
          }
          if ((uVar3 & 0x40) != 0) {
            fVar8 = fVar8 * fVar8 * 3.0 - (fVar8 + fVar8) * fVar8 * fVar8;
          }
          if (((uVar3 & 0x80) == 0) ||
             (param_7 < *(float *)(pmVar4 + 0x10) || param_7 == *(float *)(pmVar4 + 0x10))) {
            if ((uVar3 & 0x200) == 0) {
              fVar8 = fVar8 * param_10;
            }
          }
          else {
            fVar8 = (param_10 * fVar8) / ((fVar8 + -1.0) * param_10 + 1.0);
          }
          fVar7 = (param_7 - fVar1) / (fVar2 - fVar1);
        }
        iVar5 = CStudioHdr::iRelativeSeq(param_1,param_6,(int)*(short *)pmVar4);
        AccumulatePose(param_1,param_2,param_3,param_4,iVar5,fVar7,param_8,param_9,fVar8,param_11);
      }
LAB_00b8f4b2:
      iVar6 = iVar6 + 1;
    } while (iVar6 < *(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)