L L4D2node

CSceneEntity::HasFlexAnimation

0x00811e80 · 29 bytes · __thiscall

_ZN12CSceneEntity16HasFlexAnimationEv

Decompiled

undefined (1 param)

/* CSceneEntity::HasFlexAnimation() */

undefined4 __thiscall CSceneEntity::HasFlexAnimation(CSceneEntity *this)

{
  undefined4 uVar1;
  
  if (*(CChoreoScene **)(this + 0x4f0) != (CChoreoScene *)0x0) {
    uVar1 = CChoreoScene::HasFlexAnimation(*(CChoreoScene **)(this + 0x4f0));
    return uVar1;
  }
  return 0;
}

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)