L L4D2node

Studio_AnimVelocity

0x00b95aa0 · 214 bytes · __cdecl

_Z19Studio_AnimVelocityP17mstudioanimdesc_tfR6Vector

Decompiled

undefined (3 params)

/* Studio_AnimVelocity(mstudioanimdesc_t*, float, Vector&) */

undefined4 Studio_AnimVelocity(mstudioanimdesc_t *param_1,float param_2,Vector *param_3)

{
  mstudioanimdesc_t *pmVar1;
  mstudioanimdesc_t *pmVar2;
  int iVar3;
  float fVar4;
  float fVar5;
  float fVar6;
  
  fVar6 = param_2 * (float)(*(int *)(param_1 + 0x10) + -1);
  fVar6 = fVar6 - (float)(int)(fVar6 / (float)(*(int *)(param_1 + 0x10) + -1));
  if (*(int *)(param_1 + 0x14) < 1) {
    return 0;
  }
  iVar3 = 0;
  pmVar2 = param_1 + *(int *)(param_1 + 0x18);
  fVar4 = (float)*(int *)pmVar2;
  pmVar1 = param_1 + *(int *)(param_1 + 0x18) + 0x2c;
  if (fVar6 <= fVar4) {
    fVar5 = 0.0;
  }
  else {
    do {
      fVar5 = fVar4;
      pmVar2 = pmVar1;
      iVar3 = iVar3 + 1;
      if (iVar3 == *(int *)(param_1 + 0x14)) {
        return 0;
      }
      fVar4 = (float)*(int *)pmVar2;
      pmVar1 = pmVar2 + 0x2c;
    } while (fVar4 < fVar6);
  }
  fVar6 = (fVar6 - fVar5) / (fVar4 - fVar5);
  fVar5 = (((1.0 - fVar6) * *(float *)(pmVar2 + 8) + fVar6 * *(float *)(pmVar2 + 0xc)) *
          *(float *)(param_1 + 8)) / (fVar4 - fVar5);
  fVar6 = *(float *)(pmVar2 + 0x1c);
  fVar4 = *(float *)(pmVar2 + 0x14);
  *(float *)(param_3 + 4) = *(float *)(pmVar2 + 0x18) * fVar5;
  *(float *)(param_3 + 8) = fVar6 * fVar5;
  *(float *)param_3 = fVar5 * fVar4;
  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)