SetBodygroup
0x003fbbc0 · 79 bytes · __cdecl
_Z12SetBodygroupP10CStudioHdrRiii
Decompiled
undefined (4 params)
/* SetBodygroup(CStudioHdr*, int&, int, int) */
int SetBodygroup(CStudioHdr *param_1,int *param_2,int param_3,int param_4)
{
int iVar1;
int iVar2;
int iVar3;
int iVar4;
iVar3 = 0;
if ((param_1 != (CStudioHdr *)0x0) && (iVar3 = *(int *)param_1, param_3 < *(int *)(iVar3 + 0xe8)))
{
iVar4 = param_3 * 0x10 + *(int *)(iVar3 + 0xec) + iVar3;
iVar1 = *(int *)(iVar4 + 4);
if (param_4 < iVar1) {
iVar4 = *(int *)(iVar4 + 8);
iVar2 = *param_2 / iVar4;
iVar3 = iVar2 / iVar1;
*param_2 = (*param_2 - (iVar2 % iVar1) * iVar4) + iVar4 * param_4;
}
}
return iVar3;
}
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.