UTIL_TransferPoseParameters
0x00b2e930 · 280 bytes · __cdecl
_Z27UTIL_TransferPoseParametersP11CBaseEntityS0_
Decompiled
undefined (2 params)
/* UTIL_TransferPoseParameters(CBaseEntity*, CBaseEntity*) */
undefined4 UTIL_TransferPoseParameters(CBaseEntity *param_1,CBaseEntity *param_2)
{
CBaseAnimating *this;
CBaseAnimating *this_00;
int iVar1;
CStudioHdr *pCVar2;
CStudioHdr *pCVar3;
int iVar4;
longdouble lVar5;
if (param_1 == (CBaseEntity *)0x0) {
this = (CBaseAnimating *)0x0;
}
else {
this = (CBaseAnimating *)
__dynamic_cast(param_1,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0);
}
if (((param_2 == (CBaseEntity *)0x0) ||
(this_00 = (CBaseAnimating *)
__dynamic_cast(param_2,&CBaseEntity::typeinfo,&CBaseAnimating::typeinfo,0),
this_00 == (CBaseAnimating *)0x0)) || (this == (CBaseAnimating *)0x0)) {
return 0;
}
iVar4 = 0;
do {
lVar5 = (longdouble)CBaseAnimating::GetPoseParameter(this,iVar4);
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
if (pCVar2 == (CStudioHdr *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this_00);
if (iVar1 == 0) {
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
}
else {
CBaseAnimating::LockStudioHdr(this_00);
pCVar2 = *(CStudioHdr **)(this_00 + 0x13e0);
}
pCVar3 = (CStudioHdr *)0x0;
if (pCVar2 != (CStudioHdr *)0x0) goto LAB_00b2e9b0;
}
else {
LAB_00b2e9b0:
pCVar3 = (CStudioHdr *)0x0;
if (*(int *)pCVar2 != 0) {
pCVar3 = pCVar2;
}
}
iVar1 = iVar4 + 1;
CBaseAnimating::SetPoseParameter(this_00,pCVar3,iVar4,(float)lVar5);
iVar4 = iVar1;
if (iVar1 == 0x18) {
return 1;
}
} while( true );
}
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.