L L4D2node

Studio_FindSeqDistance

0x00b96110 · 166 bytes · __cdecl

_Z22Studio_FindSeqDistancePK10CStudioHdriPKff

Decompiled

undefined (4 params)

/* Studio_FindSeqDistance(CStudioHdr const*, int, float const*, float) */

longdouble Studio_FindSeqDistance(CStudioHdr *param_1,int param_2,float *param_3,float param_4)

{
  mstudioseqdesc_t *pmVar1;
  int iVar2;
  longdouble lVar3;
  float fVar4;
  mstudioanimdesc_t *local_3c [4];
  float local_2c [7];
  
  pmVar1 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2);
  iVar2 = 0;
  Studio_SeqAnims(param_1,pmVar1,param_2,param_3,local_3c,local_2c);
  fVar4 = 0.0;
  do {
    if (local_2c[iVar2] != 0.0) {
      lVar3 = (longdouble)Studio_FindAnimDistance(local_3c[iVar2],param_4);
      fVar4 = fVar4 + (float)lVar3 * local_2c[iVar2];
    }
    iVar2 = iVar2 + 1;
  } while (iVar2 != 4);
  return (longdouble)fVar4;
}

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)