L L4D2node

CBasePlayerAnimState::CachePoseParameters

0x0041d9a0 · 739 bytes · __thiscall

_ZN20CBasePlayerAnimState19CachePoseParametersEv

Decompiled

undefined (1 param)

/* CBasePlayerAnimState::CachePoseParameters() */

void __thiscall CBasePlayerAnimState::CachePoseParameters(CBasePlayerAnimState *this)

{
  CBaseAnimating *pCVar1;
  undefined4 uVar2;
  int iVar3;
  CStudioHdr *pCVar4;
  CStudioHdr *pCVar5;
  
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041d9bc;
  }
  else {
LAB_0041d9bc:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"move_x");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x38) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041d9ed;
  }
  else {
LAB_0041d9ed:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"move_y");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x3c) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041da1e;
  }
  else {
LAB_0041da1e:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"move_yaw");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x40) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041da4f;
  }
  else {
LAB_0041da4f:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"head_pitch");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x44) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041da80;
  }
  else {
LAB_0041da80:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"body_pitch");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x48) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0041dab1;
  }
  else {
LAB_0041dab1:
    pCVar5 = (CStudioHdr *)0x0;
    if (*(int *)pCVar4 != 0) {
      pCVar5 = pCVar4;
    }
  }
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"head_yaw");
  pCVar1 = *(CBaseAnimating **)(this + 0x14);
  *(undefined4 *)(this + 0x4c) = uVar2;
  pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
  if (pCVar4 == (CStudioHdr *)0x0) {
    iVar3 = CBaseEntity::GetModel((CBaseEntity *)pCVar1);
    if (iVar3 == 0) {
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(pCVar1);
      pCVar4 = *(CStudioHdr **)(pCVar1 + 0x13e0);
    }
    pCVar5 = (CStudioHdr *)0x0;
    if (pCVar4 == (CStudioHdr *)0x0) goto LAB_0041daeb;
  }
  pCVar5 = (CStudioHdr *)0x0;
  if (*(int *)pCVar4 != 0) {
    pCVar5 = pCVar4;
  }
LAB_0041daeb:
  uVar2 = CBaseAnimating::LookupPoseParameter(pCVar1,pCVar5,"body_yaw");
  *(undefined4 *)(this + 0x50) = uVar2;
  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.



        

        

          

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