studiohdr_t::pAnimdesc
0x0059c170 · 154 bytes · __thiscall
_ZNK11studiohdr_t9pAnimdescEi
Decompiled
undefined (2 params)
/* studiohdr_t::pAnimdesc(int) const */
studiohdr_t * __thiscall studiohdr_t::pAnimdesc(studiohdr_t *this,int param_1)
{
int iVar1;
int iVar2;
if (*(int *)(this + 0x150) == 0) {
iVar2 = 0;
if ((-1 < param_1) && (param_1 < *(int *)(this + 0xb4))) {
iVar2 = param_1 * 100;
}
}
else {
iVar1 = GetVirtualModel(this);
this = (studiohdr_t *)
virtualgroup_t::GetStudioHdr
((virtualgroup_t *)
(*(int *)(*(int *)(iVar1 + 0x1c) + param_1 * 8) * 0x90 +
*(int *)(iVar1 + 0x58)));
iVar1 = *(int *)(*(int *)(iVar1 + 0x1c) + 4 + param_1 * 8);
iVar2 = 0;
if (-1 < iVar1) {
if (iVar1 < *(int *)(this + 0xb4)) {
iVar2 = iVar1 * 100;
}
return this + iVar2 + *(int *)(this + 0xb8);
}
}
return this + iVar2 + *(int *)(this + 0xb8);
}
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.