L L4D2node

studiohdr_t::iRelativeAnim

0x0059c980 · 66 bytes · __thiscall

_ZNK11studiohdr_t13iRelativeAnimEii

Decompiled

undefined (3 params)

/* studiohdr_t::iRelativeAnim(int, int) const */

int __thiscall studiohdr_t::iRelativeAnim(studiohdr_t *this,int param_1,int param_2)

{
  int iVar1;
  
  if (*(int *)(this + 0x150) != 0) {
    iVar1 = GetVirtualModel(this);
    param_2 = *(int *)(*(int *)(*(int *)(param_1 * 0x10 + *(int *)(iVar1 + 8) + 8) * 0x90 +
                                *(int *)(iVar1 + 0x58) + 0x40) + param_2 * 4);
  }
  return param_2;
}

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)