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 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.