L L4D2node

CFlexAnimationTrack::GetIntensityInternal

0x00ba4170 · 186 bytes · __thiscall

_ZN19CFlexAnimationTrack20GetIntensityInternalEfi

Decompiled

undefined (3 params)

/* CFlexAnimationTrack::GetIntensityInternal(float, int) */

longdouble __thiscall
CFlexAnimationTrack::GetIntensityInternal(CFlexAnimationTrack *this,float param_1,int param_2)

{
  float fVar1;
  int iVar2;
  longdouble lVar3;
  
  iVar2 = *(int *)(this + 0x58);
  if (((iVar2 == 0) || (*(float *)(iVar2 + 0x4c) == -1.0)) || (param_1 < *(float *)(iVar2 + 0x48)))
  {
    lVar3 = (longdouble)GetZeroValue(this,param_2,true);
  }
  else if (param_1 <= *(float *)(iVar2 + 0x4c)) {
    lVar3 = (longdouble)GetFracIntensity(this,param_1 - *(float *)(iVar2 + 0x48),param_2);
  }
  else {
    lVar3 = (longdouble)GetZeroValue(this,param_2,false);
  }
  if (param_2 == 0) {
    fVar1 = *(float *)(this + 8);
    if (fVar1 != *(float *)(this + 0xc)) {
      lVar3 = (longdouble)((float)lVar3 * (*(float *)(this + 0xc) - fVar1) + fVar1);
    }
  }
  return lVar3;
}

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)