CBaseAnimating::InitBoneControllers
0x005e5910 · 288 bytes · __thiscall
_ZN14CBaseAnimating19InitBoneControllersEv
Decompiled
undefined (1 param)
/* CBaseAnimating::InitBoneControllers() */
void __thiscall CBaseAnimating::InitBoneControllers(CBaseAnimating *this)
{
char cVar1;
CStudioHdr *pCVar2;
int iVar3;
CStudioHdr *pCVar4;
int iVar5;
int iVar6;
CStudioHdr *local_20;
local_20 = *(CStudioHdr **)(this + 0x13e0);
if (local_20 == (CStudioHdr *)0x0) {
iVar5 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar5 == 0) {
local_20 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
local_20 = *(CStudioHdr **)(this + 0x13e0);
}
if (local_20 == (CStudioHdr *)0x0) {
return;
}
}
if (*(int *)local_20 != 0) {
iVar5 = *(int *)(*(int *)local_20 + 0xa4);
iVar3 = 4;
if (iVar5 < 5) {
iVar3 = iVar5;
}
if (0 < iVar3) {
iVar5 = 0;
do {
iVar6 = iVar5 + 1;
SetBoneController(this,iVar5,0.0);
iVar5 = iVar6;
} while (iVar6 != iVar3);
}
cVar1 = CStudioHdr::SequencesAvailable(local_20);
if (cVar1 != '\0') {
for (iVar5 = 0; iVar3 = CStudioHdr::GetNumPoseParameters(local_20), iVar5 < iVar3;
iVar5 = iVar5 + 1) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
if (pCVar4 == (CStudioHdr *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
pCVar4 = *(CStudioHdr **)(this + 0x13e0);
}
pCVar2 = (CStudioHdr *)0x0;
if (pCVar4 != (CStudioHdr *)0x0) goto LAB_005e599a;
}
else {
LAB_005e599a:
pCVar2 = pCVar4;
if (*(int *)pCVar4 == 0) {
pCVar2 = (CStudioHdr *)0x0;
}
}
SetPoseParameter(this,pCVar2,iVar5,0.0);
}
}
}
return;
}
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.