L L4D2node

Studio_SeqMovement

0x00b95d20 · 435 bytes · __cdecl

_Z18Studio_SeqMovementPK10CStudioHdriffPKfR6VectorR6QAngle

Decompiled

undefined (7 params)

/* Studio_SeqMovement(CStudioHdr const*, int, float, float, float const*, Vector&, QAngle&) */

undefined1
Studio_SeqMovement(CStudioHdr *param_1,int param_2,float param_3,float param_4,float *param_5,
                  Vector *param_6,QAngle *param_7)

{
  float fVar1;
  char cVar2;
  mstudioseqdesc_t *pmVar3;
  mstudioanimdesc_t *pmVar4;
  int iVar5;
  QAngle *pQVar6;
  undefined1 local_5d;
  float local_54;
  float local_50;
  float local_4c;
  float local_48;
  float local_44;
  float local_40;
  mstudioanimdesc_t *local_3c [4];
  float local_2c [7];
  
  pmVar3 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
  iVar5 = 0;
  pQVar6 = (QAngle *)pmVar3;
  Studio_SeqAnims(param_1,pmVar3,param_2,param_5,local_3c,local_2c);
  local_5d = 0;
  *(undefined4 *)param_6 = 0;
  *(undefined4 *)(param_6 + 4) = 0;
  *(undefined4 *)(param_6 + 8) = 0;
  *(undefined4 *)param_7 = 0;
  *(undefined4 *)(param_7 + 4) = 0;
  *(undefined4 *)(param_7 + 8) = 0;
  do {
    if (local_2c[iVar5] != 0.0) {
      pmVar4 = local_3c[iVar5];
      local_54 = 0.0;
      local_50 = 0.0;
      local_4c = 0.0;
      local_48 = 0.0;
      local_44 = 0.0;
      local_40 = 0.0;
      if (*(int *)(pmVar4 + 0x14) != 0) {
        cVar2 = Studio_AnimMovement(pmVar4,(float)&local_54,(float)&local_48,(Vector *)param_1,
                                    pQVar6);
        if (cVar2 != '\0') {
          fVar1 = local_2c[iVar5];
          local_5d = 1;
          *(float *)(param_6 + 4) = local_50 * fVar1 + *(float *)(param_6 + 4);
          *(float *)(param_6 + 8) = local_4c * fVar1 + *(float *)(param_6 + 8);
          *(float *)param_6 = local_54 * fVar1 + *(float *)param_6;
          *(float *)(param_7 + 4) = local_44 * fVar1 + *(float *)(param_7 + 4);
          *(float *)(param_7 + 8) = local_40 * fVar1 + *(float *)(param_7 + 8);
          *(float *)param_7 = fVar1 * local_48 + *(float *)param_7;
          goto joined_r0x00b95e0e;
        }
        pmVar4 = local_3c[iVar5];
      }
      if (((((byte)pmVar4[0xc] & 4) == 0) && (*(int *)(pmVar4 + 0x14) == 0)) &&
         (0.0 < *(float *)(pmVar3 + *(int *)(pmVar3 + 0x9c)))) {
        local_5d = 1;
      }
    }
joined_r0x00b95e0e:
    iVar5 = iVar5 + 1;
    if (iVar5 == 4) {
      return local_5d;
    }
  } while( true );
}

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)