L L4D2node

InitPose

0x00b8b970 · 277 bytes · __cdecl

_Z8InitPosePK10CStudioHdrP6VectorP17QuaternionAlignedi

Decompiled

undefined (4 params)

/* InitPose(CStudioHdr const*, Vector*, QuaternionAligned*, int) */

void InitPose(CStudioHdr *param_1,Vector *param_2,QuaternionAligned *param_3,int param_4)

{
  undefined4 uVar1;
  undefined4 uVar2;
  undefined4 uVar3;
  int iVar4;
  int iVar5;
  int iVar6;
  
  iVar6 = *(int *)param_1;
  if (*(int *)(iVar6 + 400) != 0) {
    iVar5 = *(int *)(iVar6 + 400) + iVar6;
    iVar4 = *(int *)(iVar5 + 0x10);
    if ((iVar4 != 0) && (iVar5 = iVar5 + iVar4, iVar5 != 0)) {
      iVar6 = *(int *)(iVar6 + 0x9c);
      memcpy(param_2,(void *)(*(int *)(iVar5 + 0xc) + iVar5),iVar6 * 0xc);
      memcpy(param_3,(void *)(iVar5 + *(int *)(iVar5 + 0x10)),iVar6 << 4);
      return;
    }
  }
  iVar4 = 0;
  if (0 < *(int *)(iVar6 + 0x9c)) {
    do {
      if ((*(uint *)(*(int *)(param_1 + 0x2c) + iVar4 * 4) & param_4) != 0) {
        iVar6 = iVar6 + iVar4 * 0xd8 + *(int *)(iVar6 + 0xa0);
        *(undefined4 *)param_2 = *(undefined4 *)(iVar6 + 0x20);
        *(undefined4 *)(param_2 + 4) = *(undefined4 *)(iVar6 + 0x24);
        *(undefined4 *)(param_2 + 8) = *(undefined4 *)(iVar6 + 0x28);
        uVar1 = *(undefined4 *)(iVar6 + 0x38);
        uVar2 = *(undefined4 *)(iVar6 + 0x30);
        uVar3 = *(undefined4 *)(iVar6 + 0x2c);
        *(undefined4 *)(param_3 + 8) = *(undefined4 *)(iVar6 + 0x34);
        *(undefined4 *)(param_3 + 4) = uVar2;
        *(undefined4 *)param_3 = uVar3;
        *(undefined4 *)(param_3 + 0xc) = uVar1;
        iVar6 = *(int *)param_1;
      }
      iVar4 = iVar4 + 1;
      param_2 = param_2 + 0xc;
      param_3 = param_3 + 0x10;
    } while (iVar4 < *(int *)(iVar6 + 0x9c));
  }
  return;
}

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)