L L4D2node

CPropMountedGun::PopulatePoseParameters

0x0054db30 · 232 bytes · __thiscall

_ZN15CPropMountedGun22PopulatePoseParametersEv

Decompiled

undefined (1 param)

/* CPropMountedGun::PopulatePoseParameters() */

void __thiscall CPropMountedGun::PopulatePoseParameters(CPropMountedGun *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_0054db4c;
  }
  else {
LAB_0054db4c:
    pCVar4 = (CStudioHdr *)0x0;
    if (*(int *)pCVar3 != 0) {
      pCVar4 = pCVar3;
    }
  }
  uVar1 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar4,"minigun_vertical");
  *(undefined4 *)(this + 0x1618) = 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_0054db82;
  }
  pCVar4 = (CStudioHdr *)0x0;
  if (*(int *)pCVar3 != 0) {
    pCVar4 = pCVar3;
  }
LAB_0054db82:
  uVar1 = CBaseAnimating::LookupPoseParameter((CBaseAnimating *)this,pCVar4,"minigun_horizontal");
  *(undefined4 *)(this + 0x1620) = 0;
  *(undefined4 *)(this + 0x1614) = uVar1;
  *(undefined4 *)(this + 0x161c) = 0;
  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)