GetBodygroupName
0x003fbc60 · 52 bytes · __cdecl
_Z16GetBodygroupNameP10CStudioHdri
Decompiled
undefined (2 params)
/* GetBodygroupName(CStudioHdr*, int) */
undefined1 * GetBodygroupName(CStudioHdr *param_1,int param_2)
{
int iVar1;
undefined1 *puVar2;
int *piVar3;
if (param_1 != (CStudioHdr *)0x0) {
iVar1 = *(int *)param_1;
puVar2 = &DAT_00d539c2;
if (param_2 < *(int *)(iVar1 + 0xe8)) {
piVar3 = (int *)(param_2 * 0x10 + *(int *)(iVar1 + 0xec) + iVar1);
puVar2 = (undefined1 *)((int)piVar3 + *piVar3);
}
return puVar2;
}
return &DAT_00d539c2;
}
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.