CPoseController::InputSetPoseParameterName
0x00495a10 · 77 bytes · __thiscall
_ZN15CPoseController25InputSetPoseParameterNameER11inputdata_t
Decompiled
undefined (2 params)
/* CPoseController::InputSetPoseParameterName(inputdata_t&) */
void __thiscall
CPoseController::InputSetPoseParameterName(CPoseController *this,inputdata_t *param_1)
{
char *pcVar1;
if (*(int *)(param_1 + 0x18) == 2) {
pcVar1 = "";
if (*(char **)(param_1 + 8) != (char *)0x0) {
pcVar1 = *(char **)(param_1 + 8);
}
LAB_00495a32:
if (*pcVar1 != '\0') goto LAB_00495a37;
}
else {
pcVar1 = (char *)variant_t::ToString((variant_t *)(param_1 + 8));
if (pcVar1 != (char *)0x0) goto LAB_00495a32;
}
pcVar1 = (char *)0x0;
LAB_00495a37:
*(char **)(this + 0x45c) = pcVar1;
BuildPoseIndexList(this);
return;
}
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.