CBaseAnimating::GetPoseParameter
0x005e22b0 · 140 bytes · __thiscall
_ZN14CBaseAnimating16GetPoseParameterEi
Decompiled
undefined (2 params)
/* CBaseAnimating::GetPoseParameter(int) */
longdouble __thiscall CBaseAnimating::GetPoseParameter(CBaseAnimating *this,int param_1)
{
char cVar1;
int iVar2;
CStudioHdr *this_00;
longdouble lVar3;
this_00 = *(CStudioHdr **)(this + 0x13e0);
if (this_00 == (CStudioHdr *)0x0) {
iVar2 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar2 == 0) {
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
this_00 = *(CStudioHdr **)(this + 0x13e0);
}
if (this_00 == (CStudioHdr *)0x0) goto LAB_005e2330;
}
if (((*(int *)this_00 != 0) && (cVar1 = CStudioHdr::SequencesAvailable(this_00), cVar1 != '\0'))
&& (-1 < param_1)) {
lVar3 = (longdouble)
Studio_GetPoseParameter(this_00,param_1,*(float *)(this + param_1 * 4 + 0x498));
return lVar3;
}
LAB_005e2330:
return (longdouble)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.