CMultiPlayerAnimState::IsGestureSlotPlaying
0x0046aac0 · 37 bytes · __thiscall
_ZN21CMultiPlayerAnimState20IsGestureSlotPlayingEi8Activity
Decompiled
undefined (3 params)
/* CMultiPlayerAnimState::IsGestureSlotPlaying(int, Activity) */
bool __thiscall
CMultiPlayerAnimState::IsGestureSlotPlaying(CMultiPlayerAnimState *this,int param_1,int param_3)
{
int iVar1;
bool bVar2;
iVar1 = *(int *)(this + 8) + param_1 * 0x18;
bVar2 = false;
if (*(char *)(iVar1 + 10) != '\0') {
bVar2 = *(int *)(iVar1 + 4) == param_3;
}
return bVar2;
}
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.