L L4D2node

CFlexAnimationTrack::Resort

0x00ba9e60 · 302 bytes · __thiscall

_ZN19CFlexAnimationTrack6ResortEi

Decompiled

undefined (2 params)

/* CFlexAnimationTrack::Resort(int) */

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

{
  CFlexAnimationTrack *pCVar1;
  float fVar2;
  float fVar3;
  undefined2 uVar4;
  undefined2 uVar5;
  undefined4 uVar6;
  undefined4 *puVar7;
  int iVar8;
  undefined4 *puVar9;
  int local_58;
  int local_54;
  int local_44;
  int local_40;
  
  local_54 = 0;
  local_58 = 10;
  pCVar1 = this + param_1 * 0x14 + 0x10;
  local_44 = *(int *)(pCVar1 + 0xc);
  if (0 < local_44) {
    do {
      local_54 = local_54 + 1;
      if (local_54 < local_44) {
        iVar8 = local_58;
        local_40 = local_54;
        do {
          puVar7 = (undefined4 *)(local_58 + -10 + *(int *)pCVar1);
          puVar9 = (undefined4 *)(*(int *)pCVar1 + iVar8);
          uVar6 = *puVar7;
          fVar2 = (float)puVar7[1];
          fVar3 = (float)puVar9[1];
          uVar4 = *(undefined2 *)(puVar7 + 2);
          uVar5 = *(undefined2 *)(puVar9 + 2);
          if (fVar3 < fVar2) {
            *puVar7 = *puVar9;
            *(undefined2 *)(puVar7 + 2) = uVar5;
            puVar7[1] = fVar3;
            puVar7 = (undefined4 *)(*(int *)pCVar1 + iVar8);
            puVar7[1] = fVar2;
            *puVar7 = uVar6;
            *(undefined2 *)(puVar7 + 2) = uVar4;
            local_44 = *(int *)(pCVar1 + 0xc);
          }
          local_40 = local_40 + 1;
          iVar8 = iVar8 + 10;
        } while (local_40 < local_44);
      }
      local_58 = local_58 + 10;
    } while (local_54 < local_44);
  }
  RemoveOutOfRangeSamples(this,0);
  RemoveOutOfRangeSamples(this,1);
  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)