L L4D2node

CBaseAnimating::SetBoneController

0x005e5800 · 243 bytes · __thiscall

_ZN14CBaseAnimating17SetBoneControllerEif

Decompiled

undefined (3 params)

/* CBaseAnimating::SetBoneController(int, float) */

longdouble __thiscall
CBaseAnimating::SetBoneController(CBaseAnimating *this,int param_1,float param_2)

{
  CBaseEdict *this_00;
  int iVar1;
  CStudioHdr *pCVar2;
  CStudioHdr *pCVar3;
  longdouble lVar4;
  float local_20 [4];
  
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e5826;
  }
  pCVar3 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar3 = pCVar2;
  }
LAB_005e5826:
  lVar4 = (longdouble)Studio_SetController(pCVar3,param_1,param_2,local_20);
  iVar1 = memcmp(this + param_1 * 4 + 0x4f8,local_20,4);
  if (iVar1 != 0) {
    if (this[0x6c] == (CBaseAnimating)0x0) {
      this_00 = *(CBaseEdict **)(this + 0x30);
      if (this_00 != (CBaseEdict *)0x0) {
        *(uint *)this_00 = *(uint *)this_00 | 0x101;
        iVar1 = CBaseEdict::GetChangeAccessor(this_00);
        *(undefined2 *)(iVar1 + 2) = 0;
      }
      *(float *)(this + param_1 * 4 + 0x4f8) = local_20[0];
    }
    else {
      this[0x70] = (CBaseAnimating)((byte)this[0x70] | 1);
      *(float *)(this + param_1 * 4 + 0x4f8) = local_20[0];
    }
    return (longdouble)(float)lVar4;
  }
  return (longdouble)(float)lVar4;
}

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)