CPropMinigun::PopulatePoseParameters
0x005479d0 · 232 bytes · __thiscall
_ZN12CPropMinigun22PopulatePoseParametersEv
Decompiled
undefined (1 param)
/* CPropMinigun::PopulatePoseParameters() */
void __thiscall CPropMinigun::PopulatePoseParameters(CPropMinigun *this)
{
undefined4 uVar1;
int iVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
CBaseAnimating::PopulatePoseParameters();
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 != (CStudioHdr *)0x0) goto LAB_005479ec;
}
else {
LAB_005479ec:
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
}
uVar1 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar4,"minigun_vertical");
*(undefined4 *)(this + 0x1624) = uVar1;
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_00547a22;
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_00547a22:
uVar1 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar4,"minigun_horizontal");
*(undefined4 *)(this + 0x162c) = 0;
*(undefined4 *)(this + 0x1620) = uVar1;
*(undefined4 *)(this + 0x1628) = 0;
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.