L L4D2node

CBaseAnimatingOverlay::HasActiveLayer

0x005ed340 · 65 bytes · __thiscall

_ZN21CBaseAnimatingOverlay14HasActiveLayerEv

Decompiled

undefined (1 param)

/* CBaseAnimatingOverlay::HasActiveLayer() */

undefined4 __thiscall CBaseAnimatingOverlay::HasActiveLayer(CBaseAnimatingOverlay *this)

{
  int iVar1;
  uint *puVar2;
  
  if (*(int *)(this + 0x1400) < 1) {
    return 0;
  }
  puVar2 = *(uint **)(this + 0x13f4);
  if ((*puVar2 & 1) == 0) {
    iVar1 = 0;
    do {
      puVar2 = puVar2 + 0x13;
      iVar1 = iVar1 + 1;
      if (iVar1 == *(int *)(this + 0x1400)) {
        return 0;
      }
    } while ((*puVar2 & 1) == 0);
  }
  return 1;
}

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)