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 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.