L L4D2node

ExtractAnimValue

0x00b980c0 · 258 bytes · __cdecl

_Z16ExtractAnimValueiP18mstudioanimvalue_tfRfS1_

Decompiled

undefined (5 params)

/* ExtractAnimValue(int, mstudioanimvalue_t*, float, float&, float&) */

void ExtractAnimValue(int param_1,mstudioanimvalue_t *param_2,float param_3,float *param_4,
                     float *param_5)

{
  mstudioanimvalue_t mVar1;
  short sVar2;
  int iVar3;
  float fVar4;
  
  if (param_2 != (mstudioanimvalue_t *)0x0) {
    if (*(short *)param_2 == 0x101) {
      sVar2 = *(short *)(param_2 + 2);
      *param_5 = (float)(int)sVar2 * param_3;
      *param_4 = (float)(int)sVar2 * param_3;
      return;
    }
    mVar1 = param_2[1];
    do {
      if (param_1 < (int)(uint)(byte)mVar1) {
        if (param_1 < (int)(uint)(byte)*param_2) {
          iVar3 = param_1 + 1;
          fVar4 = (float)(int)*(short *)(param_2 + iVar3 * 2) * param_3;
          *param_4 = fVar4;
          if (iVar3 < (int)(uint)(byte)*param_2) {
            *param_5 = (float)(int)*(short *)(param_2 + iVar3 * 2 + 2) * param_3;
            return;
          }
          if ((int)(uint)(byte)param_2[1] <= iVar3) {
            *param_5 = (float)(int)*(short *)(param_2 + (uint)(byte)*param_2 * 2 + 4) * param_3;
            return;
          }
        }
        else {
          fVar4 = (float)(int)*(short *)(param_2 + (uint)(byte)*param_2 * 2) * param_3;
          *param_4 = fVar4;
          if ((int)(uint)(byte)param_2[1] <= param_1 + 1) {
            fVar4 = (float)(int)*(short *)(param_2 + (uint)(byte)*param_2 * 2 + 4) * param_3;
          }
        }
        *param_5 = fVar4;
        return;
      }
      param_1 = param_1 - (uint)(byte)mVar1;
      param_2 = param_2 + (uint)(byte)*param_2 * 2 + 2;
      mVar1 = param_2[1];
    } while (mVar1 != (mstudioanimvalue_t)0x0);
  }
  *param_5 = 0.0;
  *param_4 = 0.0;
  return;
}

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)