L L4D2node

CBaseAnimating::SetPoseParameter

0x005e0070 · 190 bytes · __thiscall

_ZN14CBaseAnimating16SetPoseParameterEP10CStudioHdrif

Decompiled

undefined (4 params)

/* CBaseAnimating::SetPoseParameter(CStudioHdr*, int, float) */

longdouble __thiscall
CBaseAnimating::SetPoseParameter(CBaseAnimating *this,CStudioHdr *param_1,int param_2,float param_3)

{
  CBaseEdict *this_00;
  int iVar1;
  longdouble lVar2;
  float local_20 [4];
  
  if ((param_1 != (CStudioHdr *)0x0) && (-1 < param_2)) {
    lVar2 = (longdouble)Studio_SetPoseParameter(param_1,param_2,param_3,local_20);
    param_3 = (float)lVar2;
    iVar1 = memcmp(this + param_2 * 4 + 0x498,local_20,4);
    if (iVar1 != 0) {
      if (this[0x6c] == (CBaseAnimating)0x0) {
        this_00 = *(CBaseEdict **)(this + 0x30);
        if (this_00 != (CBaseEdict *)0x0) {
          *(uint *)this_00 = *(uint *)this_00 | 0x101;
          iVar1 = CBaseEdict::GetChangeAccessor(this_00);
          *(undefined2 *)(iVar1 + 2) = 0;
        }
      }
      else {
        this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
      }
      *(float *)(this + param_2 * 4 + 0x498) = local_20[0];
      return (longdouble)param_3;
    }
  }
  return (longdouble)param_3;
}

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)