L L4D2node

CBaseAnimatingOverlay::SetNumAnimOverlays

0x005ee270 · 155 bytes · __thiscall

_ZN21CBaseAnimatingOverlay18SetNumAnimOverlaysEi

Decompiled

undefined (2 params)

/* CBaseAnimatingOverlay::SetNumAnimOverlays(int) */

void __thiscall CBaseAnimatingOverlay::SetNumAnimOverlays(CBaseAnimatingOverlay *this,int param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar2 = *(int *)(this + 0x1400);
  if (iVar2 < param_1) {
    iVar1 = param_1 - iVar2;
    if (iVar1 != 0) {
      CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::GrowVector
                ((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)(this + 0x13f4),
                 iVar1);
      CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>>::ShiftElementsRight
                ((CUtlVector<CAnimationLayer,CUtlMemory<CAnimationLayer,int>> *)(this + 0x13f4),
                 iVar2,iVar1);
      if (0 < iVar1) {
        iVar3 = 0;
        iVar2 = iVar2 * 0x4c;
        do {
          if ((CAnimationLayer *)(iVar2 + *(int *)(this + 0x13f4)) != (CAnimationLayer *)0x0) {
            CAnimationLayer::Init
                      ((CAnimationLayer *)(iVar2 + *(int *)(this + 0x13f4)),
                       (CBaseAnimatingOverlay *)0x0);
          }
          iVar3 = iVar3 + 1;
          iVar2 = iVar2 + 0x4c;
        } while (iVar3 != iVar1);
      }
    }
  }
  else if (param_1 < iVar2) {
    *(int *)(this + 0x1400) = param_1;
    return;
  }
  return;
}

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)