L L4D2node

CServerDemo::ReadBaseAnimating

0x005972a0 · 55 bytes · __thiscall

_ZN11CServerDemo17ReadBaseAnimatingER30ServerDemoPacket_BaseAnimating

Decompiled

undefined (2 params)

/* CServerDemo::ReadBaseAnimating(ServerDemoPacket_BaseAnimating&) */

void __thiscall
CServerDemo::ReadBaseAnimating(CServerDemo *this,ServerDemoPacket_BaseAnimating *param_1)

{
  CCircularBuffer::Read(*(CCircularBuffer **)this,param_1,8);
  ServerDemoPacket_BaseAnimating::ReadModifiedDataFromBuffer(param_1,*(CCircularBuffer **)this);
  return;
}

SourceMod gamedata

paste into addons/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.



        

        

          

Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.

Return-type handling cheatsheet (DHookReturn)