L L4D2node

CBaseAnimating::SetPoseParameter

0x005e01c0 · 73 bytes · __thiscall

_ZN14CBaseAnimating16SetPoseParameterEP10CStudioHdrPKcf

Decompiled

undefined (4 params)

/* CBaseAnimating::SetPoseParameter(CStudioHdr*, char const*, float) */

void __thiscall
CBaseAnimating::SetPoseParameter
          (CBaseAnimating *this,CStudioHdr *param_1,char *param_2,float param_3)

{
  int iVar1;
  
  iVar1 = LookupPoseParameter(this,param_1,param_2);
  SetPoseParameter(this,param_1,iVar1,param_3);
  return;
}

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)