L L4D2node

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 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)