CPoseController::SetPoseValue
0x00496550 · 195 bytes · __thiscall
_ZN15CPoseController12SetPoseValueEf
Decompiled
undefined (2 params)
/* CPoseController::SetPoseValue(float) */
void __thiscall CPoseController::SetPoseValue(CPoseController *this,float param_1)
{
CBaseEdict *pCVar1;
int iVar2;
CPoseController CVar3;
if (param_1 <= 0.0) {
param_1 = 0.0;
}
if (1.0 <= param_1) {
param_1 = 1.0;
}
if (param_1 != *(float *)(this + 0x460)) {
if (this[0x6c] == (CPoseController)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPoseController)((byte)this[0x70] | 1);
}
*(float *)(this + 0x460) = param_1;
}
CVar3 = (CPoseController)((byte)this[0x455] ^ 1);
if (this[0x455] != CVar3) {
if (this[0x6c] == (CPoseController)0x0) {
pCVar1 = *(CBaseEdict **)(this + 0x30);
if (pCVar1 != (CBaseEdict *)0x0) {
*(uint *)pCVar1 = *(uint *)pCVar1 | 0x101;
iVar2 = CBaseEdict::GetChangeAccessor(pCVar1);
*(undefined2 *)(iVar2 + 2) = 0;
}
}
else {
this[0x70] = (CPoseController)((byte)this[0x70] | 1);
}
this[0x455] = CVar3;
}
SetCurrentPose(this,*(float *)(this + 0x460));
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.