L L4D2node

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 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)