Infected::UpdateClientAnimationLayers
0x00a0e400 · 79 bytes · __thiscall
_ZN8Infected27UpdateClientAnimationLayersEv
Decompiled
undefined (1 param)
/* Infected::UpdateClientAnimationLayers() */
void __thiscall Infected::UpdateClientAnimationLayers(Infected *this)
{
int iVar1;
int iVar2;
int iVar3;
iVar3 = 0;
iVar2 = 0;
do {
iVar1 = CBaseAnimatingOverlay::GetAnimOverlay((CBaseAnimatingOverlay *)this,iVar2);
if (iVar1 != 0) {
CInfectedAnimationLayer::Update
((CBaseAnimating *)(*(int *)(this + 0x1d14) + iVar3),(CAnimationLayer *)this,iVar1);
}
iVar2 = iVar2 + 1;
iVar3 = iVar3 + 0x18;
} while (iVar2 != 6);
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.