L L4D2node

CBaseAnimating::FindBodyGroupVariant

0x005e49e0 · 303 bytes · __thiscall

_ZN14CBaseAnimating20FindBodyGroupVariantEii

Decompiled

undefined (3 params)

/* CBaseAnimating::FindBodyGroupVariant(int, int) */

int __thiscall CBaseAnimating::FindBodyGroupVariant(CBaseAnimating *this,int param_1,int param_2)

{
  char cVar1;
  int iVar2;
  char *pcVar3;
  long lVar4;
  int iVar5;
  CStudioHdr *pCVar6;
  CStudioHdr *pCVar7;
  int iVar8;
  int iVar9;
  
  pCVar6 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar6 == (CStudioHdr *)0x0) {
    iVar8 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar8 == 0) {
      pCVar6 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar6 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar7 = (CStudioHdr *)0x0;
    if (pCVar6 == (CStudioHdr *)0x0) goto LAB_005e4a03;
  }
  pCVar7 = (CStudioHdr *)0x0;
  if (*(int *)pCVar6 != 0) {
    pCVar7 = pCVar6;
  }
LAB_005e4a03:
  iVar9 = 0;
  iVar8 = 0;
  iVar2 = ::GetBodygroupCount(pCVar7,param_1);
  if (0 < iVar2) {
    do {
      pCVar6 = *(CStudioHdr **)(this + 0x13e0);
      if (pCVar6 == (CStudioHdr *)0x0) {
        iVar5 = CBaseEntity::GetModel((CBaseEntity *)this);
        if (iVar5 == 0) {
          pCVar6 = *(CStudioHdr **)(this + 0x13e0);
        }
        else {
          LockStudioHdr(this);
          pCVar6 = *(CStudioHdr **)(this + 0x13e0);
        }
        pCVar7 = (CStudioHdr *)0x0;
        if (pCVar6 != (CStudioHdr *)0x0) goto LAB_005e4a43;
      }
      else {
LAB_005e4a43:
        pCVar7 = (CStudioHdr *)0x0;
        if (*(int *)pCVar6 != 0) {
          pCVar7 = pCVar6;
        }
      }
      pcVar3 = (char *)::GetBodygroupPartName(pCVar7,param_1,iVar9);
      cVar1 = *pcVar3;
      if ((cVar1 != '\0') && (lVar4 = strtol(pcVar3 + 1,(char **)0x0,10), lVar4 != -1)) {
        iVar8 = (iVar8 + 1) - (uint)(cVar1 == 'D');
      }
      if (param_2 == iVar8) {
        return iVar9;
      }
      iVar9 = iVar9 + 1;
    } while (iVar9 != iVar2);
  }
  return -1;
}

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)