CStudioHdr::pPoseParameter
0x000e2510 · 134 bytes · __thiscall
_ZN10CStudioHdr14pPoseParameterEi
Decompiled
undefined (2 params)
/* CStudioHdr::pPoseParameter(int) */
int __thiscall CStudioHdr::pPoseParameter(CStudioHdr *this,int param_1)
{
int iVar1;
int *piVar2;
if (*(int *)(this + 4) == 0) {
return *(int *)this + *(int *)(*(int *)this + 0x130) + param_1 * 0x14;
}
piVar2 = (int *)(*(int *)(*(int *)(this + 4) + 0x44) + param_1 * 8);
iVar1 = *piVar2;
if (iVar1 == 0) {
return *(int *)this + *(int *)(*(int *)this + 0x130) + piVar2[1] * 0x14;
}
iVar1 = GroupStudioHdr(this,iVar1);
return iVar1 + *(int *)(iVar1 + 0x130) +
*(int *)(*(int *)(*(int *)(this + 4) + 0x44) + 4 + param_1 * 8) * 0x14;
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.