L L4D2node

CBaseAnimating::GetNumBodyGroups

0x005e1360 · 84 bytes · __thiscall

_ZN14CBaseAnimating16GetNumBodyGroupsEv

Decompiled

undefined (1 param)

/* CBaseAnimating::GetNumBodyGroups() */

void __thiscall CBaseAnimating::GetNumBodyGroups(CBaseAnimating *this)

{
  int iVar1;
  CStudioHdr *pCVar2;
  CStudioHdr *pCVar3;
  
  pCVar2 = *(CStudioHdr **)(this + 0x13e0);
  if (pCVar2 == (CStudioHdr *)0x0) {
    iVar1 = CBaseEntity::GetModel((CBaseEntity *)this);
    if (iVar1 == 0) {
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    else {
      LockStudioHdr(this);
      pCVar2 = *(CStudioHdr **)(this + 0x13e0);
    }
    pCVar3 = (CStudioHdr *)0x0;
    if (pCVar2 == (CStudioHdr *)0x0) goto LAB_005e137d;
  }
  pCVar3 = (CStudioHdr *)0x0;
  if (*(int *)pCVar2 != 0) {
    pCVar3 = pCVar2;
  }
LAB_005e137d:
  ::GetNumBodyGroups(pCVar3);
  return;
}

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)