CMultiPlayerAnimState::UpdateGestureSlot
0x0046bbe0 · 60 bytes · __thiscall
_ZN21CMultiPlayerAnimState17UpdateGestureSlotEP10CStudioHdri
Decompiled
undefined (3 params)
/* CMultiPlayerAnimState::UpdateGestureSlot(CStudioHdr*, int) */
void __thiscall
CMultiPlayerAnimState::UpdateGestureSlot
(CMultiPlayerAnimState *this,CStudioHdr *param_1,int param_2)
{
int *piVar1;
if ((((param_1 != (CStudioHdr *)0x0) && (*(int *)(this + 0x1c) != 0)) &&
(piVar1 = (int *)(*(int *)(this + 8) + param_2 * 0x18), piVar1[1] != -1)) &&
(*(int *)(piVar1[5] + 0x34) == -1)) {
ResetGestureSlot(this,*piVar1);
return;
}
return;
}
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.