CBaseAnimating::LookupPoseParameter
0x005e0140 · 111 bytes · __thiscall
_ZN14CBaseAnimating19LookupPoseParameterEP10CStudioHdrPKc
Decompiled
undefined (3 params)
/* CBaseAnimating::LookupPoseParameter(CStudioHdr*, char const*) */
int __thiscall
CBaseAnimating::LookupPoseParameter(CBaseAnimating *this,CStudioHdr *param_1,char *param_2)
{
char cVar1;
int *piVar2;
int iVar3;
int iVar4;
if (param_1 != (CStudioHdr *)0x0) {
iVar4 = 0;
cVar1 = CStudioHdr::SequencesAvailable(param_1);
if (cVar1 != '\0') {
while( true ) {
iVar3 = CStudioHdr::GetNumPoseParameters(param_1);
if (iVar3 <= iVar4) {
return -1;
}
piVar2 = (int *)CStudioHdr::pPoseParameter(param_1,iVar4);
iVar3 = _V_stricmp((char *)((int)piVar2 + *piVar2),param_2);
if (iVar3 == 0) break;
iVar4 = iVar4 + 1;
}
return iVar4;
}
}
return 0;
}
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.