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 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.