studiohdr_t::ExitNode
0x0059cbb0 · 101 bytes · __thiscall
_ZN11studiohdr_t8ExitNodeEi
Decompiled
undefined (2 params)
/* studiohdr_t::ExitNode(int) */
int __thiscall studiohdr_t::ExitNode(studiohdr_t *this,int param_1)
{
int iVar1;
int iVar2;
iVar1 = pSeqdesc(this,param_1);
if ((*(int *)(this + 0x150) != 0) && (*(int *)(iVar1 + 0x74) != 0)) {
iVar2 = GetVirtualModel(this);
return *(int *)(*(int *)(*(int *)(param_1 * 0x10 + *(int *)(iVar2 + 8) + 8) * 0x90 +
*(int *)(iVar2 + 0x58) + 0x7c) + -4 + *(int *)(iVar1 + 0x74) * 4) + 1;
}
return *(int *)(iVar1 + 0x74);
}
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.