L L4D2node

CBaseAnimating::GetFlexDescFacs

0x005e11c0 · 90 bytes · __thiscall

_ZN14CBaseAnimating15GetFlexDescFacsEi

Decompiled

undefined (2 params)

/* CBaseAnimating::GetFlexDescFacs(int) */

int __thiscall CBaseAnimating::GetFlexDescFacs(CBaseAnimating *this,int param_1)

{
  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 + 0x108) + param_1 * 4);
    iVar2 = (int)piVar1 + *piVar1;
  }
  return iVar2;
}

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)