L L4D2node

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 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)