L L4D2node

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 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)