L L4D2node

CBaseAnimatingOverlay::GetLayerSequence

0x005ed0a0 · 50 bytes · __thiscall

_ZN21CBaseAnimatingOverlay16GetLayerSequenceEi

Decompiled

undefined (2 params)

/* CBaseAnimatingOverlay::GetLayerSequence(int) */

undefined4 __thiscall
CBaseAnimatingOverlay::GetLayerSequence(CBaseAnimatingOverlay *this,int param_1)

{
  undefined4 uVar1;
  byte *pbVar2;
  
  uVar1 = 0xffffffff;
  if (((-1 < param_1) && (param_1 < *(int *)(this + 0x1400))) &&
     (pbVar2 = (byte *)(param_1 * 0x4c + *(int *)(this + 0x13f4)), (*pbVar2 & 1) != 0)) {
    uVar1 = *(undefined4 *)(pbVar2 + 8);
  }
  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)