L L4D2node

CBaseAnimating::EdgeLimitPoseParameter

0x005e2430 · 242 bytes · __thiscall

_ZN14CBaseAnimating22EdgeLimitPoseParameterEiff

Decompiled

undefined (4 params)

/* CBaseAnimating::EdgeLimitPoseParameter(int, float, float) */

longdouble __thiscall
CBaseAnimating::EdgeLimitPoseParameter(CBaseAnimating *this,int param_1,float param_2,float param_3)

{
  int iVar1;
  CStudioHdr *this_00;
  longdouble lVar2;
  
  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_005e247c;
  }
  if ((((*(int *)this_00 != 0) && (-1 < param_1)) &&
      (iVar1 = CStudioHdr::GetNumPoseParameters(this_00), param_1 < iVar1)) &&
     (iVar1 = CStudioHdr::pPoseParameter(this_00,param_1), *(float *)(iVar1 + 0x10) == 0.0)) {
    if (*(float *)(iVar1 + 8) != *(float *)(iVar1 + 0xc)) {
      lVar2 = (longdouble)
              RangeCompressor(param_2,*(float *)(iVar1 + 8),*(float *)(iVar1 + 0xc),param_3);
      return lVar2;
    }
  }
LAB_005e247c:
  return (longdouble)param_2;
}

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)