mstudioanimdesc_t::pAnimBlock
0x000e1000 · 54 bytes · __thiscall
_ZNK17mstudioanimdesc_t10pAnimBlockEii
Decompiled
undefined (3 params)
/* mstudioanimdesc_t::pAnimBlock(int, int) const */
mstudioanimdesc_t * __thiscall
mstudioanimdesc_t::pAnimBlock(mstudioanimdesc_t *this,int param_1,int param_2)
{
if ((param_1 != -1) &&
((param_1 == 0 ||
(this = (mstudioanimdesc_t *)
studiohdr_t::GetAnimBlock((studiohdr_t *)(this + *(int *)this),param_1),
this != (mstudioanimdesc_t *)0x0)))) {
return this + param_2;
}
return (mstudioanimdesc_t *)0x0;
}
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.