L L4D2node

Studio_FPS

0x00b95660 · 121 bytes · __cdecl

_Z10Studio_FPSPK10CStudioHdriPKf

Decompiled

undefined (3 params)

/* Studio_FPS(CStudioHdr const*, int, float const*) */

longdouble Studio_FPS(CStudioHdr *param_1,int param_2,float *param_3)

{
  float fVar1;
  mstudioseqdesc_t *pmVar2;
  int iVar3;
  float fVar4;
  mstudioanimdesc_t *local_3c [4];
  float local_2c [7];
  
  pmVar2 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
  Studio_SeqAnims(param_1,pmVar2,param_2,param_3,local_3c,local_2c);
  iVar3 = 0;
  fVar4 = 0.0;
  do {
    fVar1 = local_2c[iVar3];
    if (0.0 < fVar1) {
      fVar4 = fVar4 + fVar1 * *(float *)(local_3c[iVar3] + 8);
    }
    iVar3 = iVar3 + 1;
  } while (iVar3 != 4);
  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)