L L4D2node

CBaseAnimatingOverlay::FindGestureLayer

0x005eca60 · 83 bytes · __thiscall

_ZN21CBaseAnimatingOverlay16FindGestureLayerE8Activity

Decompiled

undefined (2 params)

/* CBaseAnimatingOverlay::FindGestureLayer(Activity) */

int __thiscall CBaseAnimatingOverlay::FindGestureLayer(CBaseAnimatingOverlay *this,uint param_2)

{
  int iVar1;
  uint *puVar2;
  
  if (0 < *(int *)(this + 0x1400)) {
    puVar2 = *(uint **)(this + 0x13f4);
    iVar1 = 0;
    do {
      if (((((*puVar2 & 1) != 0) && ((*puVar2 & 4) == 0)) && (puVar2[0xd] != 0xffffffff)) &&
         (puVar2[0xd] == param_2)) {
        return iVar1;
      }
      iVar1 = iVar1 + 1;
      puVar2 = puVar2 + 0x13;
    } while (iVar1 != *(int *)(this + 0x1400));
  }
  return -1;
}

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)