L L4D2node

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 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)