L L4D2node

CBasePlayerAnimState::SetOuterPoseParameter

0x0041e910 · 112 bytes · __thiscall

_ZN20CBasePlayerAnimState21SetOuterPoseParameterEif

Decompiled

undefined (3 params)

/* CBasePlayerAnimState::SetOuterPoseParameter(int, float) */

void __thiscall
CBasePlayerAnimState::SetOuterPoseParameter(CBasePlayerAnimState *this,int param_1,float param_2)

{
  CBaseAnimating *this_00;
  int iVar1;
  CStudioHdr *pCVar2;
  CStudioHdr *pCVar3;
  
  this_00 = *(CBaseAnimating **)(this + 0x14);
  pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this_00);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(this_00);
      pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_0041e930;
  }
  pCVar3 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar3 = pCVar2;
  }
LAB_0041e930:
  CBaseAnimating::SetPoseParameter(this_00,pCVar3,param_1,param_2);
  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)