L L4D2node

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 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)