L L4D2node

CBaseAnimating::GetPoseParameterRange

0x005e1f60 · 168 bytes · __thiscall

_ZN14CBaseAnimating21GetPoseParameterRangeEiRfS0_

Decompiled

undefined (4 params)

/* CBaseAnimating::GetPoseParameterRange(int, float&, float&) */

undefined4 __thiscall
CBaseAnimating::GetPoseParameterRange
          (CBaseAnimating *this,int param_1,float *param_2,float *param_3)

{
  int iVar1;
  CStudioHdr *this_00;
  
  this_00 = *(CStudioHdr **)(this + 0x13e0);
  if (this_00 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      this_00 = *(CStudioHdr **)(this + 0x13e0);
    }
    if (this_00 == (CStudioHdr *)0x0) goto LAB_005e1f8f;
  }
  if (((*(int *)this_00 != 0) && (-1 < param_1)) &&
     (iVar1 = CStudioHdr::GetNumPoseParameters(this_00), param_1 < iVar1)) {
    iVar1 = CStudioHdr::pPoseParameter(this_00,param_1);
    *param_2 = *(float *)(iVar1 + 8);
    *param_3 = *(float *)(iVar1 + 0xc);
    return 1;
  }
LAB_005e1f8f:
  *param_2 = 0.0;
  *param_3 = 1.0;
  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)