L L4D2node

CFlexAnimationTrack::GetIntensity

0x00ba42c0 · 180 bytes · __thiscall

_ZN19CFlexAnimationTrack12GetIntensityEfi

Decompiled

undefined (3 params)

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

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

{
  longdouble lVar1;
  longdouble lVar2;
  float fVar3;
  
  lVar1 = (longdouble)GetIntensityInternal(this,param_1,0);
  if (((byte)this[0x5c] & 2) != 0) {
    lVar2 = (longdouble)GetIntensityInternal(this,param_1,1);
    fVar3 = (float)lVar2;
    if ((0.5 < fVar3) && (param_2 == 0)) {
      fVar3 = (1.0 - fVar3) + (1.0 - fVar3);
      goto LAB_00ba4350;
    }
    if ((fVar3 < 0.5) && (param_2 == 1)) {
      fVar3 = fVar3 + fVar3;
      goto LAB_00ba4350;
    }
  }
  fVar3 = 1.0;
LAB_00ba4350:
  return (longdouble)(fVar3 * (float)lVar1);
}

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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)