L L4D2node

CPoseController::InputSetFModRate

0x00495240 · 135 bytes · __thiscall

_ZN15CPoseController16InputSetFModRateER11inputdata_t

Decompiled

undefined (2 params)

/* CPoseController::InputSetFModRate(inputdata_t&) */

void __thiscall CPoseController::InputSetFModRate(CPoseController *this,inputdata_t *param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  float fVar2;
  float fVar3;
  
  fVar3 = *(float *)(param_1 + 8);
  fVar2 = 0.0;
  if (*(int *)(param_1 + 0x18) == 1) {
    if (fVar3 <= -10.0) {
      fVar3 = -10.0;
    }
    fVar2 = 10.0;
    if (fVar3 <= 10.0) {
      fVar2 = fVar3;
    }
  }
  if (fVar2 != *(float *)(this + 0x478)) {
    if (this[0x6c] == (CPoseController)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      *(float *)(this + 0x478) = fVar2;
    }
    else {
      this[0x70] = (CPoseController)((byte)this[0x70] | 1);
      *(float *)(this + 0x478) = fVar2;
    }
    return;
  }
  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)