L L4D2node

CBaseAnimatingOverlay::AddGesture

0x005ee0c0 · 68 bytes · __thiscall

_ZN21CBaseAnimatingOverlay10AddGestureE8Activityfb

Decompiled

undefined (4 params)

/* CBaseAnimatingOverlay::AddGesture(Activity, float, bool) */

int __thiscall
CBaseAnimatingOverlay::AddGesture
          (CBaseAnimatingOverlay *this,undefined4 param_2,float param_3,undefined1 param_4)

{
  int iVar1;
  
  iVar1 = AddGesture(this,param_2,param_4);
  SetLayerDuration(this,iVar1,param_3);
  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)