CBaseAnimatingOverlay::AddGesture
0x005edfb0 · 240 bytes · __thiscall
_ZN21CBaseAnimatingOverlay10AddGestureE8Activityb
Decompiled
undefined (3 params)
/* CBaseAnimatingOverlay::AddGesture(Activity, bool) */
int __thiscall
CBaseAnimatingOverlay::AddGesture(CBaseAnimatingOverlay *this,int param_2,bool param_3)
{
code *pcVar1;
int *piVar2;
int iVar3;
int iVar4;
undefined4 *puVar5;
iVar3 = FindGestureLayer();
piVar2 = mdlcache;
if (iVar3 != -1) {
return iVar3;
}
(**(code **)(*mdlcache + 0x68))();
/* try { // try from 005ee000 to 005ee021 has its CatchHandler @ 005ee0a8 */
iVar3 = (**(code **)(*(int *)this + 0x340))();
if (iVar3 < 1) {
/* try { // try from 005ee066 to 005ee0a5 has its CatchHandler @ 005ee0a8 */
CAI_BaseNPC::GetActivityName(param_2);
(**(code **)(*(int *)this + 0x20))();
puVar5 = (undefined4 *)&stack0xffffffd0;
DevMsg("CBaseAnimatingOverlay::AddGesture: model %s missing activity %s\n");
iVar3 = -1;
}
else {
iVar4 = AddGestureSequence(this,iVar3,param_3);
iVar3 = -1;
puVar5 = (undefined4 *)&stack0xffffffd4;
if (iVar4 != -1) {
*(int *)(iVar4 * 0x4c + *(int *)(this + 0x13f4) + 0x34) = param_2;
iVar3 = iVar4;
puVar5 = (undefined4 *)&stack0xffffffd4;
}
}
iVar4 = *piVar2;
*puVar5 = piVar2;
pcVar1 = *(code **)(iVar4 + 0x6c);
puVar5[-1] = 0x5ee04f;
(*pcVar1)();
return iVar3;
}
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.