L L4D2node

Studio_CPS

0x00b956e0 · 130 bytes · __cdecl

_Z10Studio_CPSPK10CStudioHdrR16mstudioseqdesc_tiPKf

Decompiled

undefined (4 params)

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

longdouble Studio_CPS(CStudioHdr *param_1,mstudioseqdesc_t *param_2,int param_3,float *param_4)

{
  float fVar1;
  mstudioanimdesc_t *pmVar2;
  int iVar3;
  int iVar4;
  float fVar5;
  mstudioanimdesc_t *local_2c [4];
  float local_1c [4];
  
  Studio_SeqAnims(param_1,param_2,param_3,param_4,local_2c,local_1c);
  iVar4 = 0;
  fVar5 = 0.0;
  do {
    fVar1 = local_1c[iVar4];
    if (0.0 < fVar1) {
      pmVar2 = local_2c[iVar4];
      iVar3 = *(int *)(pmVar2 + 0x10);
      if (1 < iVar3) {
        fVar5 = fVar5 + (*(float *)(pmVar2 + 8) / (float)(iVar3 + -1)) * fVar1;
      }
    }
    iVar4 = iVar4 + 1;
  } while (iVar4 != 4);
  return (longdouble)fVar5;
}

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)