CPoseController::BuildPoseIndexList
0x004958b0 · 338 bytes · __thiscall
_ZN15CPoseController18BuildPoseIndexListEv
Decompiled
undefined (1 param)
/* CPoseController::BuildPoseIndexList() */
void __thiscall CPoseController::BuildPoseIndexList(CPoseController *this)
{
CBaseEdict *this_00;
CBaseAnimating *this_01;
uint uVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
undefined *puVar5;
char *pcVar6;
CPoseController *pCVar7;
CPoseController *pCVar8;
pCVar8 = this + 0x450;
pCVar7 = this;
do {
uVar1 = *(uint *)(pCVar7 + 0x440);
if ((((uVar1 != 0xffffffff) &&
(puVar5 = g_pEntityList + (uVar1 & 0xfff) * 0x10, puVar5 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar5 + 8) == uVar1 >> 0xc)) &&
((*(int *)(puVar5 + 4) != 0 &&
(this_01 = (CBaseAnimating *)
__dynamic_cast(*(int *)(puVar5 + 4),&CBaseEntity::typeinfo,
&CBaseAnimating::typeinfo,0), this_01 != (CBaseAnimating *)0x0))))
{
pcVar6 = *(char **)(this + 0x45c);
if (pcVar6 == (char *)0x0) {
pcVar6 = "";
}
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this_01);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(this_01);
pCVar3 = *(CStudioHdr **)(this_01 + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 != (CStudioHdr *)0x0) goto LAB_0049595a;
}
else {
LAB_0049595a:
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
}
uVar1 = CBaseAnimating::LookupPoseParameter(this_01,pCVar4,pcVar6);
if (uVar1 == 0xffffffff) {
uVar1 = 0x18;
}
if (((byte)*pCVar8 != uVar1) && (*pCVar8 != SUB41(uVar1,0))) {
if (this[0x6c] == (CPoseController)0x0) {
this_00 = *(CBaseEdict **)(this + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPoseController)((byte)this[0x70] | 1);
}
*pCVar8 = SUB41(uVar1,0);
}
}
pCVar7 = pCVar7 + 4;
pCVar8 = pCVar8 + 1;
if (pCVar7 == this + 0x10) {
return;
}
} while( true );
}
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.