CBaseAnimating::GetFlexControllerName
0x005e10e0 · 96 bytes · __thiscall
_ZN14CBaseAnimating21GetFlexControllerNameE21LocalFlexController_t
Decompiled
undefined (2 params)
/* CBaseAnimating::GetFlexControllerName(LocalFlexController_t) */
int __thiscall CBaseAnimating::GetFlexControllerName(CBaseAnimating *this,int param_2)
{
int iVar1;
int iVar2;
int *piVar3;
piVar3 = *(int **)(this + 0x13e0);
if (piVar3 == (int *)0x0) {
iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar1 == 0) {
piVar3 = *(int **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
piVar3 = *(int **)(this + 0x13e0);
}
if (piVar3 == (int *)0x0) {
return 0;
}
}
iVar1 = *piVar3;
iVar2 = 0;
if (iVar1 != 0) {
iVar1 = iVar1 + *(int *)(iVar1 + 0x110) + param_2 * 0x14;
iVar2 = iVar1 + *(int *)(iVar1 + 4);
}
return iVar2;
}
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.