studiohdr_t::pIKAutoplayLock
0x000e1d60 · 118 bytes · __thiscall
_ZN11studiohdr_t15pIKAutoplayLockEi
Decompiled
undefined (2 params)
/* studiohdr_t::pIKAutoplayLock(int) */
studiohdr_t * __thiscall studiohdr_t::pIKAutoplayLock(studiohdr_t *this,int param_1)
{
int iVar1;
int iVar2;
if (*(int *)(this + 0x150) == 0) {
return this + *(int *)(this + 0x144) + param_1 * 0x20;
}
iVar1 = GetVirtualModel(this);
iVar2 = virtualgroup_t::GetStudioHdr
((virtualgroup_t *)
(*(int *)(*(int *)(iVar1 + 0x80) + param_1 * 8) * 0x90 + *(int *)(iVar1 + 0x58)
));
return (studiohdr_t *)
(iVar2 + *(int *)(*(int *)(iVar1 + 0x80) + 4 + param_1 * 8) * 0x20 +
*(int *)(iVar2 + 0x144));
}
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.