L L4D2node

Studio_SeqMovementAndDuration

0x00b95ee0 · 292 bytes · __cdecl

_Z29Studio_SeqMovementAndDurationPK10CStudioHdriffPKfR6Vector

Decompiled

undefined (6 params)

/* Studio_SeqMovementAndDuration(CStudioHdr const*, int, float, float, float const*, Vector&) */

longdouble
Studio_SeqMovementAndDuration
          (CStudioHdr *param_1,int param_2,float param_3,float param_4,float *param_5,
          Vector *param_6)

{
  float fVar1;
  mstudioanimdesc_t *pmVar2;
  char cVar3;
  mstudioseqdesc_t *pmVar4;
  int iVar5;
  float fVar6;
  float fVar7;
  float local_54;
  float local_50;
  float local_4c;
  undefined1 local_48 [12];
  mstudioanimdesc_t *local_3c [4];
  float local_2c [7];
  
  pmVar4 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
  iVar5 = 0;
  Studio_SeqAnims(param_1,pmVar4,param_2,param_5,local_3c,local_2c);
  fVar6 = 0.0;
  *(undefined4 *)param_6 = 0;
  *(undefined4 *)(param_6 + 4) = 0;
  fVar7 = 0.0;
  *(undefined4 *)(param_6 + 8) = 0;
  do {
    fVar1 = local_2c[iVar5];
    if (fVar1 != 0.0) {
      pmVar2 = local_3c[iVar5];
      if (1 < *(int *)(pmVar2 + 0x10)) {
        fVar7 = fVar7 + (*(float *)(pmVar2 + 8) / (float)(*(int *)(pmVar2 + 0x10) + -1)) * fVar1;
      }
      if (*(int *)(pmVar2 + 0x14) != 0) {
        cVar3 = Studio_AnimMovement(pmVar2,(float)&local_54,(float)local_48,(Vector *)param_1,
                                    (QAngle *)pmVar4);
        if (cVar3 != '\0') {
          fVar1 = local_2c[iVar5];
          *(float *)param_6 = local_54 * fVar1 + *(float *)param_6;
          *(float *)(param_6 + 4) = local_50 * fVar1 + *(float *)(param_6 + 4);
          *(float *)(param_6 + 8) = fVar1 * local_4c + *(float *)(param_6 + 8);
        }
      }
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 4);
  if (fVar7 != 0.0) {
    fVar6 = 1.0 / fVar7;
  }
  return (longdouble)fVar6;
}

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)