L L4D2node

studiohdr_t::pIKAutoplayLock

0x0059cf70 · 118 bytes · __thiscall

_ZN11studiohdr_t15pIKAutoplayLockEi

Decompiled

undefined (2 params)

/* studiohdr_t::pIKAutoplayLock(int) */

studiohdr_t * __thiscall studiohdr_t::pIKAutoplayLock(studiohdr_t *this,int param_1)

{
  int iVar1;
  int iVar2;
  
  if (*(int *)(this + 0x150) == 0) {
    return this + *(int *)(this + 0x144) + param_1 * 0x20;
  }
  iVar1 = GetVirtualModel(this);
  iVar2 = virtualgroup_t::GetStudioHdr
                    ((virtualgroup_t *)
                     (*(int *)(*(int *)(iVar1 + 0x80) + param_1 * 8) * 0x90 + *(int *)(iVar1 + 0x58)
                     ));
  return (studiohdr_t *)
         (iVar2 + *(int *)(*(int *)(iVar1 + 0x80) + 4 + param_1 * 8) * 0x20 +
                  *(int *)(iVar2 + 0x144));
}

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)