L L4D2node

Studio_AnimPosition

0x00b957d0 · 500 bytes · __cdecl

_Z19Studio_AnimPositionP17mstudioanimdesc_tfR6VectorR6QAngle

Decompiled

undefined (4 params)

/* Studio_AnimPosition(mstudioanimdesc_t*, float, Vector&, QAngle&) */

undefined4
Studio_AnimPosition(mstudioanimdesc_t *param_1,float param_2,Vector *param_3,QAngle *param_4)

{
  float fVar1;
  int iVar2;
  float fVar3;
  undefined4 uVar4;
  mstudioanimdesc_t *pmVar5;
  int iVar6;
  int iVar7;
  float fVar8;
  float fVar9;
  float fVar10;
  
  uVar4 = 0;
  *(undefined4 *)param_3 = 0;
  *(undefined4 *)(param_3 + 4) = 0;
  *(undefined4 *)(param_3 + 8) = 0;
  *(undefined4 *)param_4 = 0;
  *(undefined4 *)(param_4 + 4) = 0;
  *(undefined4 *)(param_4 + 8) = 0;
  if (*(int *)(param_1 + 0x14) != 0) {
    iVar7 = (int)param_2;
    fVar10 = (float)iVar7;
    if (param_2 <= 1.0) {
      iVar7 = iVar7 + -1;
      fVar10 = (float)iVar7;
      if (0.0 <= param_2) {
        iVar7 = 0;
        fVar10 = 0.0;
      }
    }
    fVar8 = (param_2 - fVar10) * (float)(*(int *)(param_1 + 0x10) + -1);
    if (*(int *)(param_1 + 0x14) < 1) {
LAB_00b9589b:
      uVar4 = 0;
    }
    else {
      iVar6 = 0;
      pmVar5 = param_1 + *(int *)(param_1 + 0x18);
      iVar2 = *(int *)pmVar5;
      fVar1 = 0.0;
      while (fVar3 = (float)iVar2, fVar3 < fVar8) {
        iVar6 = iVar6 + 1;
        *(int *)param_3 = *(int *)(pmVar5 + 0x20);
        *(int *)(param_3 + 4) = *(int *)(pmVar5 + 0x24);
        *(int *)(param_3 + 8) = *(int *)(pmVar5 + 0x28);
        *(int *)(param_4 + 4) = *(int *)(pmVar5 + 0x10);
        if (*(int *)(param_1 + 0x14) <= iVar6) goto LAB_00b9589b;
        pmVar5 = param_1 + iVar6 * 0x2c + *(int *)(param_1 + 0x18);
        fVar1 = fVar3;
        iVar2 = *(int *)pmVar5;
      }
      fVar9 = (fVar8 - fVar1) / (fVar3 - fVar1);
      fVar3 = (*(float *)(pmVar5 + 0xc) - *(float *)(pmVar5 + 8)) * 0.5 * fVar9 * fVar9 +
              *(float *)(pmVar5 + 8) * fVar9;
      fVar8 = *(float *)(pmVar5 + 0x1c);
      fVar1 = *(float *)(pmVar5 + 0x14);
      *(float *)(param_3 + 4) = *(float *)(pmVar5 + 0x18) * fVar3 + *(float *)(param_3 + 4);
      *(float *)(param_3 + 8) = fVar8 * fVar3 + *(float *)(param_3 + 8);
      *(float *)param_3 = fVar3 * fVar1 + *(float *)param_3;
      uVar4 = 1;
      *(float *)(param_4 + 4) =
           (1.0 - fVar9) * *(float *)(param_4 + 4) + fVar9 * *(float *)(pmVar5 + 0x10);
      if (iVar7 != 0) {
        iVar7 = (*(int *)(param_1 + 0x14) + -1) * 0x2c + *(int *)(param_1 + 0x18);
        fVar8 = *(float *)(param_1 + iVar7 + 0x28);
        fVar1 = *(float *)(param_1 + iVar7 + 0x20);
        *(float *)(param_3 + 4) =
             *(float *)(param_1 + iVar7 + 0x24) * fVar10 + *(float *)(param_3 + 4);
        *(float *)(param_3 + 8) = fVar8 * fVar10 + *(float *)(param_3 + 8);
        *(float *)param_3 = fVar1 * fVar10 + *(float *)param_3;
        *(float *)(param_4 + 4) =
             fVar10 * *(float *)(param_1 + iVar7 + 0x10) + *(float *)(param_4 + 4);
        return uVar4;
      }
    }
  }
  return uVar4;
}

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)