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 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.