L L4D2node

Studio_LocalPoseParameter

0x00b94000 · 630 bytes · __cdecl

_Z25Studio_LocalPoseParameterPK10CStudioHdrPKfR16mstudioseqdesc_tiiRfRi

Decompiled

undefined (7 params)

/* Studio_LocalPoseParameter(CStudioHdr const*, float const*, mstudioseqdesc_t&, int, int, float&,
   int&) */

void Studio_LocalPoseParameter
               (CStudioHdr *param_1,float *param_2,mstudioseqdesc_t *param_3,int param_4,int param_5
               ,float *param_6,int *param_7)

{
  float fVar1;
  int iVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  iVar2 = CStudioHdr::GetSharedPoseParameter(param_1,param_4,*(int *)(param_3 + param_5 * 4 + 0x4c))
  ;
  if (iVar2 == -1) {
    *param_6 = 0.0;
    *param_7 = 0;
    return;
  }
  iVar3 = CStudioHdr::pPoseParameter(param_1,iVar2);
  fVar6 = *(float *)(iVar3 + 0x10);
  fVar1 = *(float *)(iVar3 + 8);
  fVar5 = param_2[iVar2];
  if (fVar6 != 0.0) {
    fVar4 = ((fVar6 - (*(float *)(iVar3 + 0xc) + fVar1 + fVar6) * 0.5) + fVar5) / fVar6;
    if (ABS(fVar4) < 8388608.0) {
      fVar4 = (float)(int)fVar4 - (float)(-(uint)(fVar4 < (float)(int)fVar4) & 0x3f800000);
    }
    fVar5 = fVar5 - fVar4 * fVar6;
  }
  fVar6 = *(float *)(iVar3 + 0xc) - fVar1;
  if (*(int *)(param_3 + 0xa0) == 0) {
    fVar4 = (*(float *)(param_3 + param_5 * 4 + 0x54) - fVar1) / fVar6;
    fVar6 = (fVar5 - fVar4) / ((*(float *)(param_3 + param_5 * 4 + 0x5c) - fVar1) / fVar6 - fVar4);
    if (fVar6 < 0.0) {
      fVar6 = 0.0;
    }
    else if (1.0 <= fVar6) {
      fVar6 = 1.0;
    }
    *param_6 = fVar6;
    *param_7 = 0;
    if (2 < *(int *)(param_3 + param_5 * 4 + 0x44)) {
      iVar3 = (int)((float)(*(int *)(param_3 + param_5 * 4 + 0x44) + -1) * *param_6);
      *param_7 = iVar3;
      iVar2 = *(int *)(param_3 + param_5 * 4 + 0x44) + -1;
      if (iVar3 == iVar2) {
        iVar3 = *(int *)(param_3 + param_5 * 4 + 0x44) + -2;
        *param_7 = iVar3;
        iVar2 = *(int *)(param_3 + param_5 * 4 + 0x44) + -1;
      }
      *param_6 = (float)iVar2 * *param_6 - (float)iVar3;
      return;
    }
  }
  else {
    *param_7 = 0;
    iVar2 = 0;
    while( true ) {
      iVar2 = iVar2 + param_5 * *(int *)(param_3 + 0x44);
      fVar4 = ((fVar6 * fVar5 + fVar1) - *(float *)(param_3 + *(int *)(param_3 + 0xa0) + iVar2 * 4))
              / (*(float *)(param_3 + *(int *)(param_3 + 0xa0) + 4 + iVar2 * 4) -
                *(float *)(param_3 + *(int *)(param_3 + 0xa0) + iVar2 * 4));
      *param_6 = fVar4;
      if (*(int *)(param_3 + param_5 * 4 + 0x44) + -2 <= *param_7) break;
      if (fVar4 <= 1.0) {
        if (0.0 <= fVar4) {
          return;
        }
        goto LAB_00b94278;
      }
      iVar2 = *param_7 + 1;
      *param_7 = iVar2;
    }
    if (fVar4 < 0.0) {
LAB_00b94278:
      *param_6 = 0.0;
    }
    else if (1.0 < fVar4) {
      *param_6 = 1.0;
    }
  }
  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)