L L4D2node

studiohdr_t::pPoseParameter

0x0059ca50 · 142 bytes · __thiscall

_ZN11studiohdr_t14pPoseParameterEi

Decompiled

undefined (2 params)

/* studiohdr_t::pPoseParameter(int) */

studiohdr_t * __thiscall studiohdr_t::pPoseParameter(studiohdr_t *this,int param_1)

{
  int iVar1;
  int iVar2;
  int *piVar3;
  
  if (*(int *)(this + 0x150) == 0) {
    return this + *(int *)(this + 0x130) + param_1 * 0x14;
  }
  iVar1 = GetVirtualModel(this);
  piVar3 = (int *)(*(int *)(iVar1 + 0x44) + param_1 * 8);
  iVar2 = *piVar3;
  if (iVar2 == 0) {
    return this + *(int *)(this + 0x130) + piVar3[1] * 0x14;
  }
  iVar2 = virtualgroup_t::GetStudioHdr((virtualgroup_t *)(iVar2 * 0x90 + *(int *)(iVar1 + 0x58)));
  return (studiohdr_t *)
         (iVar2 + *(int *)(iVar2 + 0x130) +
                  *(int *)(*(int *)(iVar1 + 0x44) + 4 + param_1 * 8) * 0x14);
}

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)