L L4D2node

CFlexAnimationTrack::GetZeroValue

0x00ba3aa0 · 120 bytes · __thiscall

_ZN19CFlexAnimationTrack12GetZeroValueEib

Decompiled

undefined (3 params)

/* CFlexAnimationTrack::GetZeroValue(int, bool) */

longdouble __thiscall
CFlexAnimationTrack::GetZeroValue(CFlexAnimationTrack *this,int param_1,bool param_2)

{
  float fVar1;
  
  _param_2 = (uint)param_2;
  if (param_1 == 1) {
    return (longdouble)0.5;
  }
  if (this[(_param_2 ^ 1) * 7 + 0x48] == (CFlexAnimationTrack)0x0) {
    fVar1 = *(float *)(this + 8);
    if (fVar1 != *(float *)(this + 0xc)) {
      return (longdouble)(fVar1 / (fVar1 - *(float *)(this + 0xc)));
    }
    return (longdouble)0.0;
  }
  return (longdouble)*(float *)(this + (_param_2 ^ 1) * 7 + 0x4b);
}

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)