L L4D2node

Studio_SetPoseParameter

0x00b945e0 · 338 bytes · __cdecl

_Z23Studio_SetPoseParameterPK10CStudioHdrifRf

Decompiled

undefined (4 params)

/* Studio_SetPoseParameter(CStudioHdr const*, int, float, float&) */

longdouble Studio_SetPoseParameter(CStudioHdr *param_1,int param_2,float param_3,float *param_4)

{
  int iVar1;
  float fVar2;
  float fVar3;
  float fVar4;
  float fVar5;
  
  if (-1 < param_2) {
    iVar1 = CStudioHdr::GetNumPoseParameters(param_1);
    if (param_2 < iVar1) {
      iVar1 = CStudioHdr::pPoseParameter(param_1,param_2);
      fVar4 = *(float *)(iVar1 + 0x10);
      if (fVar4 == 0.0) {
        fVar3 = *(float *)(iVar1 + 8);
        fVar5 = *(float *)(iVar1 + 0xc);
      }
      else {
        fVar5 = *(float *)(iVar1 + 0xc);
        fVar3 = *(float *)(iVar1 + 8);
        fVar2 = ((param_3 + fVar4) - (fVar5 + fVar3 + fVar4) * 0.5) / fVar4;
        if (ABS(fVar2) < 8388608.0) {
          fVar2 = (float)(int)fVar2 - (float)(-(uint)(fVar2 < (float)(int)fVar2) & 0x3f800000);
        }
        param_3 = param_3 - fVar2 * fVar4;
      }
      fVar4 = (param_3 - fVar3) / (fVar5 - fVar3);
      if (fVar4 <= 0.0) {
        fVar4 = 0.0;
      }
      if (1.0 <= fVar4) {
        fVar4 = 1.0;
      }
      *param_4 = fVar4;
      return (longdouble)
             ((*(float *)(iVar1 + 0xc) - *(float *)(iVar1 + 8)) * fVar4 + *(float *)(iVar1 + 8));
    }
  }
  *param_4 = 0.0;
  return (longdouble)0.0;
}

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)