studiohdr_t::pszNodeName
0x0059cd90 · 91 bytes · __thiscall
_ZN11studiohdr_t11pszNodeNameEi
Decompiled
undefined (2 params)
/* studiohdr_t::pszNodeName(int) */
studiohdr_t * __thiscall studiohdr_t::pszNodeName(studiohdr_t *this,int param_1)
{
int *piVar1;
int iVar2;
if (*(int *)(this + 0x150) != 0) {
iVar2 = GetVirtualModel(this);
if (*(int *)(iVar2 + 0x78) < param_1) {
return (studiohdr_t *)"Invalid node";
}
piVar1 = (int *)(*(int *)(iVar2 + 0x6c) + -8 + param_1 * 8);
param_1 = piVar1[1];
this = (studiohdr_t *)
virtualgroup_t::GetStudioHdr((virtualgroup_t *)(*piVar1 * 0x90 + *(int *)(iVar2 + 0x58)))
;
}
return this + *(int *)(this + *(int *)(this + 0x100) + param_1 * 4);
}
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.