CBaseAnimatingOverlay::FastRemoveLayer
0x005ed1f0 · 241 bytes · __thiscall
_ZN21CBaseAnimatingOverlay15FastRemoveLayerEi
Decompiled
undefined (2 params)
/* CBaseAnimatingOverlay::FastRemoveLayer(int) */
void __thiscall CBaseAnimatingOverlay::FastRemoveLayer(CBaseAnimatingOverlay *this,int param_1)
{
undefined4 uVar1;
int iVar2;
CBaseEdict *this_00;
int iVar3;
int iVar4;
CAnimationLayer *this_01;
int iVar5;
byte *pbVar6;
if ((-1 < param_1) && (param_1 < *(int *)(this + 0x1400))) {
iVar4 = *(int *)(this + 0x13f4);
this_01 = (CAnimationLayer *)(iVar4 + param_1 * 0x4c);
if (((byte)*this_01 & 1) != 0) {
if (0 < *(int *)(this + 0x1400)) {
iVar5 = 0;
do {
pbVar6 = (byte *)(iVar5 * 0x4c + iVar4);
if (((*pbVar6 & 1) != 0) &&
(iVar2 = *(int *)(pbVar6 + 0x3c), *(int *)(this_01 + 0x3c) < iVar2)) {
iVar4 = *(int *)(pbVar6 + 0x48);
if (iVar4 != 0) {
if (*(char *)(iVar4 + 0x6c) == '\0') {
this_00 = *(CBaseEdict **)(iVar4 + 0x30);
if (this_00 != (CBaseEdict *)0x0) {
*(uint *)this_00 = *(uint *)this_00 | 0x101;
iVar3 = CBaseEdict::GetChangeAccessor(this_00);
*(undefined2 *)(iVar3 + 2) = 0;
}
}
else {
*(byte *)(iVar4 + 0x70) = *(byte *)(iVar4 + 0x70) | 1;
}
uVar1 = *(undefined4 *)(gpGlobals + 0xc);
*(undefined4 *)(iVar4 + 0x78) = 0;
*(undefined4 *)(iVar4 + 0x74) = uVar1;
}
*(int *)(pbVar6 + 0x3c) = iVar2 + -1;
iVar4 = *(int *)(this + 0x13f4);
this_01 = (CAnimationLayer *)(param_1 * 0x4c + iVar4);
}
iVar5 = iVar5 + 1;
} while (iVar5 < *(int *)(this + 0x1400));
}
CAnimationLayer::Init(this_01,this);
return;
}
}
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.