L L4D2node

CFlexAnimationTrack::CFlexAnimationTrack

0x00ba9830 · 525 bytes · __thiscall

_ZN19CFlexAnimationTrackC2EPKS_

Decompiled

undefined (2 params)

/* CFlexAnimationTrack::CFlexAnimationTrack(CFlexAnimationTrack const*) */

void __thiscall
CFlexAnimationTrack::CFlexAnimationTrack(CFlexAnimationTrack *this,CFlexAnimationTrack *param_1)

{
  CFlexAnimationTrack CVar1;
  CFlexAnimationTrack CVar2;
  int iVar3;
  char *pcVar4;
  byte bVar5;
  int iVar6;
  CFlexAnimationTrack *pCVar7;
  CUtlMemory<CExpressionSample,int> *this_00;
  CUtlMemory<CExpressionSample,int> *local_38;
  int local_34;
  int local_30;
  undefined4 local_26;
  undefined4 local_22;
  undefined2 local_1e;
  
  *(undefined ***)this = &PTR__CFlexAnimationTrack_00d54980;
  *(undefined2 *)(this + 0x49) = 0;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  this[0x48] = (CFlexAnimationTrack)0x0;
  *(undefined4 *)(this + 0x4b) = 0;
  this[0x4f] = (CFlexAnimationTrack)0x0;
  *(undefined2 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x52) = 0;
  pcVar4 = "";
  if (*(char **)(param_1 + 4) != (char *)0x0) {
    pcVar4 = *(char **)(param_1 + 4);
  }
                    /* try { // try from 00ba98d6 to 00ba998d has its CatchHandler @ 00ba9a44 */
  SetFlexControllerName(this,pcVar4);
  local_34 = 2;
  bVar5 = (byte)param_1[0x5c] & 1;
  CVar1 = this[0x5c];
  this[0x5c] = (CFlexAnimationTrack)((byte)CVar1 & 0xfe | bVar5);
  CVar2 = param_1[0x5c];
  this[0x5c] = (CFlexAnimationTrack)((byte)CVar1 & 0xfc | bVar5 | (byte)CVar2 & 2);
  this[0x5c] = (CFlexAnimationTrack)
               ((byte)CVar1 & 0xf8 | bVar5 | (byte)CVar2 & 2 | (byte)param_1[0x5c] & 4);
  pCVar7 = param_1 + 0x10;
  this_00 = (CUtlMemory<CExpressionSample,int> *)(this + 0x10);
  local_38 = (CUtlMemory<CExpressionSample,int> *)(this + 0x24);
  while( true ) {
    *(undefined4 *)(this_00 + 0xc) = 0;
    iVar6 = 0;
    CUtlMemory<CExpressionSample,int>::Purge(this_00);
    local_30 = 0;
    *(undefined4 *)(this_00 + 0x10) = *(undefined4 *)this_00;
    if (0 < *(int *)(pCVar7 + 0xc)) {
      do {
        iVar3 = *(int *)pCVar7;
        local_26 = *(undefined4 *)(iVar3 + iVar6);
        local_22 = *(undefined4 *)(iVar3 + 4 + iVar6);
        local_1e = *(undefined2 *)(iVar3 + 8 + iVar6);
        CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>>::InsertBefore
                  ((CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *)this_00,
                   *(int *)(this_00 + 0xc),(CExpressionSample *)&local_26);
        local_30 = local_30 + 1;
        iVar6 = iVar6 + 10;
      } while (local_30 < *(int *)(pCVar7 + 0xc));
    }
    pCVar7 = pCVar7 + 0x14;
    local_34 = local_34 + -1;
    if (local_34 == 0) break;
    this_00 = local_38;
    local_38 = local_38 + 0x14;
  }
  *(undefined4 *)(this + 0x38) = *(undefined4 *)(param_1 + 0x38);
  *(undefined4 *)(this + 0x40) = *(undefined4 *)(param_1 + 0x40);
  *(undefined4 *)(this + 0x3c) = *(undefined4 *)(param_1 + 0x3c);
  *(undefined4 *)(this + 0x44) = *(undefined4 *)(param_1 + 0x44);
  *(undefined4 *)(this + 8) = *(undefined4 *)(param_1 + 8);
  *(undefined4 *)(this + 0xc) = *(undefined4 *)(param_1 + 0xc);
  *(undefined4 *)(this + 0x48) = *(undefined4 *)(param_1 + 0x48);
  *(undefined2 *)(this + 0x4c) = *(undefined2 *)(param_1 + 0x4c);
  this[0x4e] = param_1[0x4e];
  *(undefined4 *)(this + 0x4f) = *(undefined4 *)(param_1 + 0x4f);
  *(undefined2 *)(this + 0x53) = *(undefined2 *)(param_1 + 0x53);
  CVar1 = param_1[0x55];
  *(undefined4 *)(this + 0x58) = 0;
  this[0x55] = CVar1;
  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)