L L4D2node

mstudioanimdesc_t::pIKRule

0x0059c790 · 118 bytes · __thiscall

_ZNK17mstudioanimdesc_t7pIKRuleEi

Decompiled

undefined (2 params)

/* mstudioanimdesc_t::pIKRule(int) const */

mstudioanimdesc_t * __thiscall mstudioanimdesc_t::pIKRule(mstudioanimdesc_t *this,int param_1)

{
  int iVar1;
  
  if (*(int *)(this + 0x3c) != 0) {
    if (*(int *)(this + 0x40) != 0) {
      return this + *(int *)(this + 0x40) + param_1 * 0x98;
    }
    if (*(int *)(this + 0x34) == 0) {
      return this + param_1 * 0x98 + *(int *)(this + 0x44);
    }
    iVar1 = studiohdr_t::GetAnimBlock((studiohdr_t *)(this + *(int *)this),*(int *)(this + 0x34));
    if (iVar1 != 0) {
      return (mstudioanimdesc_t *)(iVar1 + param_1 * 0x98 + *(int *)(this + 0x44));
    }
  }
  return (mstudioanimdesc_t *)0x0;
}

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)