CBaseAnimating::HasPoseParameter
0x005e2610 · 131 bytes · __thiscall
_ZN14CBaseAnimating16HasPoseParameterEiPKc
Decompiled
undefined (3 params)
/* CBaseAnimating::HasPoseParameter(int, char const*) */
undefined4 __thiscall
CBaseAnimating::HasPoseParameter(CBaseAnimating *this,int param_1,char *param_2)
{
int iVar1;
undefined4 uVar2;
CStudioHdr *pCVar3;
CStudioHdr *pCVar4;
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar3 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar3 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar4 = (CStudioHdr *)0x0;
if (pCVar3 == (CStudioHdr *)0x0) goto LAB_005e2635;
}
pCVar4 = (CStudioHdr *)0x0;
if (*(int *)pCVar3 != 0) {
pCVar4 = pCVar3;
}
LAB_005e2635:
iVar1 = LookupPoseParameter(this,pCVar4,param_2);
if (iVar1 == -1) {
return 0;
}
uVar2 = HasPoseParameter(this,param_1,iVar1);
return uVar2;
}
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.