L L4D2node

Studio_AnimMovement

0x00b959e0 · 190 bytes · __regparm3

_Z19Studio_AnimMovementP17mstudioanimdesc_tffR6VectorR6QAngle.part.8

Decompiled

undefined (5 params)

/* Studio_AnimMovement(mstudioanimdesc_t*, float, float, Vector&, QAngle&) [clone .part.8] */

undefined4 __regparm3
Studio_AnimMovement(mstudioanimdesc_t *param_1,float param_2,float param_3,Vector *param_4,
                   QAngle *param_5)

{
  float in_XMM0_Da;
  float in_XMM1_Da;
  float local_58;
  float local_54;
  float local_50;
  QAngle local_4c [4];
  float local_48;
  float local_40;
  float local_3c;
  float local_38;
  QAngle local_34 [4];
  float local_30;
  float local_28;
  float local_24;
  float local_20;
  
  Studio_AnimPosition(param_1,in_XMM0_Da,(Vector *)&local_58,local_4c);
  Studio_AnimPosition(param_1,in_XMM1_Da,(Vector *)&local_40,local_34);
  local_28 = local_40 - local_58;
  local_24 = local_3c - local_54;
  local_20 = local_38 - local_50;
  *(float *)((int)param_3 + 4) = local_30 - local_48;
  VectorYawRotate((Vector *)&local_28,-local_48,(Vector *)param_2);
  return 1;
}

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)