CBaseAnimating::HasPoseParameter
0x005e2530 · 204 bytes · __thiscall
_ZN14CBaseAnimating16HasPoseParameterEii
Decompiled
undefined (3 params)
/* CBaseAnimating::HasPoseParameter(int, int) */
undefined4 __thiscall CBaseAnimating::HasPoseParameter(CBaseAnimating *this,int param_1,int param_2)
{
undefined4 uVar1;
int iVar2;
int iVar3;
CStudioHdr *this_00;
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) {
return 0;
}
}
if ((((*(int *)this_00 != 0) &&
(uVar1 = CStudioHdr::SequencesAvailable(this_00), (char)uVar1 != '\0')) && (-1 < param_1)) &&
(iVar2 = CStudioHdr::GetNumSeq(this_00), param_1 < iVar2)) {
iVar2 = CStudioHdr::pSeqdesc(this_00,param_1);
iVar3 = CStudioHdr::GetSharedPoseParameter(this_00,param_1,*(int *)(iVar2 + 0x4c));
if (iVar3 == param_2) {
return uVar1;
}
iVar2 = CStudioHdr::GetSharedPoseParameter(this_00,param_1,*(int *)(iVar2 + 0x50));
if (param_2 == iVar2) {
return uVar1;
}
}
return 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.