L L4D2node

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 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)