L L4D2node

CBasePlayerAnimState::SnapPoseParams

0x00420bc0 · 533 bytes · __thiscall

_ZN20CBasePlayerAnimState14SnapPoseParamsEiiff

Decompiled

undefined (5 params)

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

longdouble __thiscall
CBasePlayerAnimState::SnapPoseParams
          (CBasePlayerAnimState *this,int param_1,int param_2,float param_3,float param_4)

{
  CBaseEntity *this_00;
  CBaseAnimating *this_01;
  int iVar1;
  CStudioHdr *pCVar2;
  CStudioHdr *pCVar3;
  longdouble lVar4;
  float local_2c;
  float local_28;
  float local_24;
  float local_20 [4];
  
  if ((param_1 < 0) || (param_2 < 0)) {
    return (longdouble)0.0;
  }
  if (0.0 < param_4) {
    *(float *)(this + 0x88) = param_4 + *(float *)(gpGlobals + 0xc);
  }
  CBaseAnimating::GetPoseParameterRange
            (*(CBaseAnimating **)(this + 0x14),param_1,&local_2c,&local_28);
  CBaseAnimating::GetPoseParameter(*(CBaseAnimating **)(this + 0x14),param_1);
  CBaseAnimating::GetPoseParameterRange
            (*(CBaseAnimating **)(this + 0x14),param_1,&local_24,local_20);
  lVar4 = (longdouble)CBaseAnimating::GetPoseParameter(*(CBaseAnimating **)(this + 0x14),param_2);
  this_00 = *(CBaseEntity **)(this + 0x14);
  pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel(this_00);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
      pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 != (CStudioHdr *)0x0) goto LAB_00420cab;
  }
  else {
LAB_00420cab:
    pCVar3 = (CStudioHdr *)0x0;
    if (*(int *)pCVar2 != 0) {
      pCVar3 = pCVar2;
    }
  }
  CBaseAnimating::SetPoseParameter
            ((CBaseAnimating *)this_00,pCVar3,param_1,(local_28 - local_2c) * 0.5 + local_2c);
  this_01 = *(CBaseAnimating **)(this + 0x14);
  pCVar2 = *(CStudioHdr **)(this_01 + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this_01);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this_01 + 0x13e0);
    }
    else {
      CBaseAnimating::LockStudioHdr(this_01);
      pCVar2 = *(CStudioHdr **)(this_01 + 0x13e0);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_00420ce5;
  }
  pCVar3 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar3 = pCVar2;
  }
LAB_00420ce5:
  CBaseAnimating::SetPoseParameter(this_01,pCVar3,param_2,param_3);
  *(undefined4 *)(this + 0x80) = *(undefined4 *)(gpGlobals + 0xc);
  *(undefined4 *)(this + 0x84) = *(undefined4 *)(this + 0x1c);
  return (longdouble)((param_3 - local_24) - (local_20[0] - local_24) * (float)lVar4);
}

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)