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 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.