L L4D2node

mstudioanimdesc_t::pAnim

0x000e1550 · 33 bytes · __thiscall

_ZNK17mstudioanimdesc_t5pAnimEPi

Decompiled

undefined (2 params)

/* mstudioanimdesc_t::pAnim(int*) const */

void __thiscall mstudioanimdesc_t::pAnim(mstudioanimdesc_t *this,int *param_1)

{
  float local_10 [3];
  
  pAnim(this,param_1,local_10);
  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)