CPropMountedGun::UpdatePoseParameter
0x00550da0 · 235 bytes · __regparm2
_ZN15CPropMountedGun19UpdatePoseParameterEiffff.part.16
Decompiled
undefined (5 params)
/* CPropMountedGun::UpdatePoseParameter(int, float, float, float, float) [clone .part.16] */
void __regparm2
CPropMountedGun::UpdatePoseParameter
(int param_1,float param_2,float param_3,float param_4,float param_5)
{
int iVar1;
CStudioHdr *pCVar2;
CStudioHdr *pCVar3;
float in_XMM0_Da;
float in_XMM1_Da;
float in_XMM2_Da;
float local_14;
float local_10;
CBaseAnimating::GetPoseParameterRange((CBaseAnimating *)param_1,(int)param_2,&local_14,&local_10);
if (in_XMM1_Da <= in_XMM0_Da) {
if ((in_XMM1_Da < in_XMM0_Da) &&
(in_XMM0_Da = in_XMM0_Da - in_XMM2_Da * param_3, in_XMM0_Da <= in_XMM1_Da)) {
in_XMM0_Da = in_XMM1_Da;
}
}
else {
in_XMM0_Da = in_XMM0_Da + in_XMM2_Da * param_3;
if (in_XMM1_Da <= in_XMM0_Da) {
in_XMM0_Da = in_XMM1_Da;
}
}
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)param_1);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr((CBaseAnimating *)param_1);
pCVar2 = *(CStudioHdr **)(param_1 + 0x13e0);
}
pCVar3 = (CStudioHdr *)0x0;
if (pCVar2 == (CStudioHdr *)0x0) goto LAB_00550e09;
}
pCVar3 = (CStudioHdr *)0x0;
if (*(int *)pCVar2 != 0) {
pCVar3 = pCVar2;
}
LAB_00550e09:
CBaseAnimating::SetPoseParameter((CBaseAnimating *)param_1,pCVar3,(int)param_2,in_XMM0_Da);
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.