CMultiPlayerAnimState::SetupPoseParameters
0x0046c310 · 654 bytes · __thiscall
_ZN21CMultiPlayerAnimState19SetupPoseParametersEP10CStudioHdr
Decompiled
undefined (2 params)
/* CMultiPlayerAnimState::SetupPoseParameters(CStudioHdr*) */
CMultiPlayerAnimState __thiscall
CMultiPlayerAnimState::SetupPoseParameters(CMultiPlayerAnimState *this,CStudioHdr *param_1)
{
int iVar1;
CBaseEntity *this_00;
CBaseAnimating *this_01;
undefined4 uVar2;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
if (this[0x2c] != (CMultiPlayerAnimState)0x0) {
return this[0x2c];
}
if (param_1 == (CStudioHdr *)0x0) {
return (CMultiPlayerAnimState)0x0;
}
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"move_x");
*(undefined4 *)(this + 0x30) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"move_y");
*(undefined4 *)(this + 0x34) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"lean_x");
*(undefined4 *)(this + 0x38) = uVar2;
iVar3 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"lean_y");
iVar1 = *(int *)(this + 0x38);
*(int *)(this + 0x3c) = iVar3;
if ((iVar1 < 0) || (iVar3 < 0)) goto LAB_0046c40f;
this_00 = *(CBaseEntity **)(this + 0x1c);
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel(this_00);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this_00);
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0046c3b7;
}
else {
LAB_0046c3b7:
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
}
CBaseAnimating::SetPoseParameter((CBaseAnimating *)this_00,pCVar5,iVar1,0.0);
this_01 = *(CBaseAnimating **)(this + 0x1c);
iVar1 = *(int *)(this + 0x3c);
pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this_01);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(this_01);
pCVar4 = *(CStudioHdr **)(this_01 + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0046c3ed;
}
else {
LAB_0046c3ed:
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
}
CBaseAnimating::SetPoseParameter(this_01,pCVar5,iVar1,0.0);
LAB_0046c40f:
uVar2 = CBaseAnimating::LookupPoseParameter
(*(CBaseAnimating **)(this + 0x1c),param_1,"body_pitch");
*(undefined4 *)(this + 0x48) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"body_yaw");
*(undefined4 *)(this + 0x4c) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter
(*(CBaseAnimating **)(this + 0x1c),param_1,"head_pitch");
*(undefined4 *)(this + 0x40) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"head_yaw");
*(undefined4 *)(this + 0x44) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"dismount");
*(undefined4 *)(this + 0x50) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter
(*(CBaseAnimating **)(this + 0x1c),param_1,"tongue_angle");
*(undefined4 *)(this + 0x54) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"vert_vel");
*(undefined4 *)(this + 0x58) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"horiz_vel")
;
*(undefined4 *)(this + 0x5c) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"jockey_x");
*(undefined4 *)(this + 0x60) = uVar2;
uVar2 = CBaseAnimating::LookupPoseParameter(*(CBaseAnimating **)(this + 0x1c),param_1,"jockey_y");
this[0x2c] = (CMultiPlayerAnimState)0x1;
*(undefined4 *)(this + 100) = uVar2;
return (CMultiPlayerAnimState)0x1;
}
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.