L L4D2node

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 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)