L L4D2node

Studio_SeqVelocity

0x00b96010 · 248 bytes · __cdecl

_Z18Studio_SeqVelocityPK10CStudioHdrifPKfR6Vector

Decompiled

undefined (5 params)

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

undefined4
Studio_SeqVelocity(CStudioHdr *param_1,int param_2,float param_3,float *param_4,Vector *param_5)

{
  float fVar1;
  char cVar2;
  mstudioseqdesc_t *pmVar3;
  undefined4 uVar4;
  int iVar5;
  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;
  Studio_SeqAnims(param_1,pmVar3,param_2,param_4,local_3c,local_2c);
  *(undefined4 *)param_5 = 0;
  *(undefined4 *)(param_5 + 4) = 0;
  uVar4 = 0;
  *(undefined4 *)(param_5 + 8) = 0;
  do {
    if (local_2c[iVar5] != 0.0) {
      cVar2 = Studio_AnimVelocity(local_3c[iVar5],param_3,(Vector *)&local_48);
      if (cVar2 != '\0') {
        fVar1 = local_2c[iVar5];
        uVar4 = 1;
        *(float *)(param_5 + 4) = local_44 * fVar1 + *(float *)(param_5 + 4);
        *(float *)(param_5 + 8) = local_40 * fVar1 + *(float *)(param_5 + 8);
        *(float *)param_5 = fVar1 * local_48 + *(float *)param_5;
      }
    }
    iVar5 = iVar5 + 1;
  } while (iVar5 != 4);
  return uVar4;
}

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)