L L4D2node

CBaseAnimating::SetBodygroup

0x005e27f0 · 24 bytes · __thiscall

_ZN14CBaseAnimating12SetBodygroupEii

Decompiled

undefined (3 params)

/* CBaseAnimating::SetBodygroup(int, int) */

CBaseAnimating * __thiscall
CBaseAnimating::SetBodygroup(CBaseAnimating *this,int param_1,int param_2)

{
  CBaseAnimating *pCVar1;
  
  if (-1 < param_1) {
    pCVar1 = (CBaseAnimating *)SetBodygroup(this,param_1,param_2);
    return pCVar1;
  }
  return this;
}

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)