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 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.