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 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.