CStudioHdr::pAnimdesc
0x0059d4e0 · 136 bytes · __thiscall
_ZN10CStudioHdr9pAnimdescEi
Decompiled
undefined (2 params)
/* CStudioHdr::pAnimdesc(int) */
int __thiscall CStudioHdr::pAnimdesc(CStudioHdr *this,int param_1)
{
int iVar1;
int iVar2;
int iVar3;
if (*(int *)(this + 4) != 0) {
iVar2 = GroupStudioHdr(this,*(int *)(*(int *)(*(int *)(this + 4) + 0x1c) + param_1 * 8));
iVar1 = *(int *)(*(int *)(*(int *)(this + 4) + 0x1c) + 4 + param_1 * 8);
iVar3 = 0;
if ((-1 < iVar1) && (iVar1 < *(int *)(iVar2 + 0xb4))) {
iVar3 = iVar1 * 100;
}
return iVar2 + iVar3 + *(int *)(iVar2 + 0xb8);
}
iVar1 = *(int *)this;
iVar3 = 0;
if ((-1 < param_1) && (param_1 < *(int *)(iVar1 + 0xb4))) {
iVar3 = param_1 * 100;
}
return iVar3 + *(int *)(iVar1 + 0xb8) + iVar1;
}
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.