CBaseAnimating::GetFlexControllerType
0x005e1150 · 95 bytes · __thiscall
_ZN14CBaseAnimating21GetFlexControllerTypeE21LocalFlexController_t
Decompiled
undefined (2 params)
/* CBaseAnimating::GetFlexControllerType(LocalFlexController_t) */
int __thiscall CBaseAnimating::GetFlexControllerType(CBaseAnimating *this,int param_2)
{
int *piVar1;
int iVar2;
int iVar3;
piVar1 = *(int **)(this + 0x13e0);
if (piVar1 == (int *)0x0) {
iVar3 = CBaseEntity::GetModel((CBaseEntity *)this);
if (iVar3 == 0) {
piVar1 = *(int **)(this + 0x13e0);
}
else {
LockStudioHdr(this);
piVar1 = *(int **)(this + 0x13e0);
}
if (piVar1 == (int *)0x0) {
return 0;
}
}
iVar3 = *piVar1;
iVar2 = 0;
if (iVar3 != 0) {
piVar1 = (int *)(iVar3 + *(int *)(iVar3 + 0x110) + param_2 * 0x14);
iVar2 = (int)piVar1 + *piVar1;
}
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.