studiohdr_t::RemapSeqBone
0x0059d0c0 · 58 bytes · __thiscall
_ZNK11studiohdr_t12RemapSeqBoneEii
Decompiled
undefined (3 params)
/* studiohdr_t::RemapSeqBone(int, int) const */
int __thiscall studiohdr_t::RemapSeqBone(studiohdr_t *this,int param_1,int param_2)
{
int iVar1;
iVar1 = GetVirtualModel(this);
if (iVar1 != 0) {
return *(int *)(*(int *)(*(int *)(param_1 * 0x10 + *(int *)(iVar1 + 8) + 8) * 0x90 +
*(int *)(iVar1 + 0x58) + 0x18) + param_2 * 4);
}
return param_2;
}
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.