L L4D2node

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 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)