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 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.