CPoseController::SetCurrentPose
0x00496390 · 309 bytes · __thiscall
_ZN15CPoseController14SetCurrentPoseEf
Decompiled
undefined (2 params)
/* CPoseController::SetCurrentPose(float) */
void __thiscall CPoseController::SetCurrentPose(CPoseController *this,float param_1)
{
CPoseController CVar1;
uint uVar2;
CBaseAnimating *this_00;
int iVar3;
CStudioHdr *pCVar4;
CStudioHdr *pCVar5;
undefined *puVar6;
int iVar7;
CPoseController *pCVar8;
float fVar9;
float local_24;
float local_20 [4];
iVar7 = 0;
pCVar8 = this + 0x450;
do {
uVar2 = *(uint *)(this + iVar7 * 4 + 0x440);
if ((((uVar2 != 0xffffffff) &&
(puVar6 = g_pEntityList + (uVar2 & 0xfff) * 0x10, puVar6 != (undefined *)0xfffffffc)) &&
(*(uint *)(puVar6 + 8) == uVar2 >> 0xc)) &&
((*(int *)(puVar6 + 4) != 0 &&
(this_00 = (CBaseAnimating *)
__dynamic_cast(*(int *)(puVar6 + 4),&CBaseEntity::typeinfo,
&CBaseAnimating::typeinfo,0), this_00 != (CBaseAnimating *)0x0))))
{
CBaseAnimating::GetPoseParameterRange(this_00,(uint)(byte)*pCVar8,&local_24,local_20);
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
CVar1 = *pCVar8;
fVar9 = (local_20[0] - local_24) * param_1 + local_24;
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this_00);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(this_00);
pCVar4 = *(CStudioHdr **)(this_00 + 0x13e0);
}
pCVar5 = (CStudioHdr *)0x0;
if (pCVar4 != (CStudioHdr *)0x0) goto LAB_0049645e;
}
else {
LAB_0049645e:
pCVar5 = (CStudioHdr *)0x0;
if (*(int *)pCVar4 != 0) {
pCVar5 = pCVar4;
}
}
CBaseAnimating::SetPoseParameter(this_00,pCVar5,(uint)(byte)CVar1,fVar9);
}
iVar7 = iVar7 + 1;
pCVar8 = pCVar8 + 1;
if (iVar7 == 4) {
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.