L L4D2node

ExtractAnimValue

0x00b981e0 · 103 bytes · __cdecl

_Z16ExtractAnimValueiP18mstudioanimvalue_tfRf

Decompiled

undefined (4 params)

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

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

{
  mstudioanimvalue_t mVar1;
  
  if (param_2 != (mstudioanimvalue_t *)0x0) {
    mVar1 = param_2[1];
    do {
      if (param_1 < (int)(uint)(byte)mVar1) {
        if ((int)(uint)(byte)*param_2 <= param_1) {
          *param_4 = (float)(int)*(short *)(param_2 + (uint)(byte)*param_2 * 2) * param_3;
          return;
        }
        *param_4 = (float)(int)*(short *)(param_2 + param_1 * 2 + 2) * param_3;
        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_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)