GetBodygroupPartName
0x003fbca0 · 76 bytes · __cdecl
_Z20GetBodygroupPartNameP10CStudioHdrii
Decompiled
undefined (3 params)
/* GetBodygroupPartName(CStudioHdr*, int, int) */
undefined1 * GetBodygroupPartName(CStudioHdr *param_1,int param_2,int param_3)
{
undefined1 *puVar1;
int iVar2;
if (param_1 == (CStudioHdr *)0x0) {
return &DAT_00d539c2;
}
iVar2 = *(int *)param_1;
puVar1 = &DAT_00d539c2;
if ((param_2 < *(int *)(iVar2 + 0xe8)) &&
((iVar2 = param_2 * 0x10 + *(int *)(iVar2 + 0xec) + iVar2, -1 < param_3 ||
(param_3 < *(int *)(iVar2 + 4))))) {
puVar1 = (undefined1 *)(param_3 * 0x94 + *(int *)(iVar2 + 0xc) + iVar2);
}
return puVar1;
}
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.