L L4D2node

Studio_AnimMovement

0x00b95b80 · 38 bytes · __cdecl

_Z19Studio_AnimMovementP17mstudioanimdesc_tffR6VectorR6QAngle

Decompiled

undefined (5 params)

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

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

{
  undefined4 uVar1;
  
  if (*(int *)(param_1 + 0x14) == 0) {
    return 0;
  }
  uVar1 = Studio_AnimMovement(param_1,(float)param_4,(float)param_5,(Vector *)param_1,
                              (QAngle *)param_2);
  return uVar1;
}

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)