L L4D2node

CPoseController::SetFModType

0x00495f10 · 85 bytes · __thiscall

_ZN15CPoseController11SetFModTypeEi

Decompiled

undefined (2 params)

/* CPoseController::SetFModType(int) */

void __thiscall CPoseController::SetFModType(CPoseController *this,int param_1)

{
  CBaseEdict *this_00;
  int iVar1;
  
  if (((uint)param_1 < 6) && (param_1 != *(int *)(this + 0x470))) {
    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;
      }
      *(int *)(this + 0x470) = param_1;
    }
    else {
      this[0x70] = (CPoseController)((byte)this[0x70] | 1);
      *(int *)(this + 0x470) = param_1;
    }
  }
  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)