CBaseAnimatingOverlay::AddGestureSequence
0x005ede70 · 111 bytes · __thiscall
_ZN21CBaseAnimatingOverlay18AddGestureSequenceEib
Decompiled
undefined (3 params)
/* CBaseAnimatingOverlay::AddGestureSequence(int, bool) */
int __thiscall
CBaseAnimatingOverlay::AddGestureSequence(CBaseAnimatingOverlay *this,int param_1,bool param_2)
{
int iVar1;
iVar1 = AddLayeredSequence(this,param_1,0);
if (((-1 < iVar1) && (iVar1 < *(int *)(this + 0x1400))) &&
((*(byte *)(iVar1 * 0x4c + *(int *)(this + 0x13f4)) & 1) != 0)) {
SetLayerAutokill(this,iVar1,param_2);
}
return iVar1;
}
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.