CBaseAnimatingOverlay::RemoveLayer
0x005ed0e0 · 107 bytes · __thiscall
_ZN21CBaseAnimatingOverlay11RemoveLayerEiff
Decompiled
undefined (4 params)
/* CBaseAnimatingOverlay::RemoveLayer(int, float, float) */
void __thiscall
CBaseAnimatingOverlay::RemoveLayer
(CBaseAnimatingOverlay *this,int param_1,float param_2,float param_3)
{
byte *pbVar1;
int iVar2;
if ((-1 < param_1) && (param_1 < *(int *)(this + 0x1400))) {
iVar2 = param_1 * 0x4c;
pbVar1 = (byte *)(*(int *)(this + 0x13f4) + iVar2);
if ((*pbVar1 & 1) != 0) {
if (param_2 <= 0.0) {
pbVar1[0x24] = 0;
pbVar1[0x25] = 0;
pbVar1[0x26] = 200;
pbVar1[0x27] = 0x42;
}
else {
*(float *)(pbVar1 + 0x24) = *(float *)(pbVar1 + 0x14) / param_2;
}
*(float *)(*(int *)(this + 0x13f4) + 0x28 + iVar2) = param_3;
*(uint *)(iVar2 + *(int *)(this + 0x13f4)) = *(uint *)(iVar2 + *(int *)(this + 0x13f4)) | 4;
}
}
return;
}
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.