L L4D2node

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 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.



        

        

          

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Return-type handling cheatsheet (DHookReturn)