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 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.