L L4D2node

CBaseAnimatingOverlay::IsValidLayer

0x005ec750 · 44 bytes · __thiscall

_ZN21CBaseAnimatingOverlay12IsValidLayerEi

Decompiled

undefined (2 params)

/* CBaseAnimatingOverlay::IsValidLayer(int) */

uint __thiscall CBaseAnimatingOverlay::IsValidLayer(CBaseAnimatingOverlay *this,int param_1)

{
  uint uVar1;
  
  uVar1 = 0;
  if ((-1 < param_1) && (param_1 < *(int *)(this + 0x1400))) {
    uVar1 = *(uint *)(param_1 * 0x4c + *(int *)(this + 0x13f4)) & 1;
  }
  return uVar1;
}

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)