CAnimationLayer::IsAbandoned
0x005ec230 · 74 bytes · __thiscall
_ZN15CAnimationLayer11IsAbandonedEv
Decompiled
undefined (1 param)
/* CAnimationLayer::IsAbandoned() */
undefined4 __thiscall CAnimationLayer::IsAbandoned(CAnimationLayer *this)
{
undefined4 uVar1;
uVar1 = 0;
if ((((*(uint *)this & 1) != 0) && ((*(uint *)this & 6) == 0)) && (0.0 < *(float *)(this + 0x44)))
{
uVar1 = CONCAT31((int3)((uint)gpGlobals >> 8),
0.2 < *(float *)(gpGlobals + 0xc) - *(float *)(this + 0x44));
}
return uVar1;
}
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.