L L4D2node

CFlexAnimationTrack::CFlexAnimationTrack

0x00ba3770 · 172 bytes · __thiscall

_ZN19CFlexAnimationTrackC2EP12CChoreoEvent

Decompiled

undefined (2 params)

/* CFlexAnimationTrack::CFlexAnimationTrack(CChoreoEvent*) */

void __thiscall
CFlexAnimationTrack::CFlexAnimationTrack(CFlexAnimationTrack *this,CChoreoEvent *param_1)

{
  this[0x5c] = (CFlexAnimationTrack)((byte)this[0x5c] & 0xf8);
  *(undefined2 *)(this + 0x49) = 0;
  *(undefined ***)this = &PTR__CFlexAnimationTrack_00d54980;
  *(undefined4 *)(this + 0x10) = 0;
  *(undefined4 *)(this + 0x14) = 0;
  *(undefined4 *)(this + 0x18) = 0;
  *(undefined4 *)(this + 0x1c) = 0;
  *(undefined4 *)(this + 0x20) = 0;
  *(undefined4 *)(this + 0x24) = 0;
  *(undefined4 *)(this + 0x28) = 0;
  *(undefined4 *)(this + 0x2c) = 0;
  *(undefined4 *)(this + 0x30) = 0;
  *(undefined4 *)(this + 0x34) = 0;
  this[0x48] = (CFlexAnimationTrack)0x0;
  *(undefined4 *)(this + 0x4b) = 0;
  this[0x4f] = (CFlexAnimationTrack)0x0;
  *(undefined2 *)(this + 0x50) = 0;
  *(undefined4 *)(this + 0x52) = 0;
  *(CChoreoEvent **)(this + 0x58) = param_1;
  *(undefined4 *)(this + 4) = 0;
  *(undefined4 *)(this + 0x3c) = 0xffffffff;
  *(undefined4 *)(this + 0x38) = 0xffffffff;
  *(undefined4 *)(this + 0x44) = 0xffffffff;
  *(undefined4 *)(this + 0x40) = 0xffffffff;
  *(undefined4 *)(this + 8) = 0;
  *(undefined4 *)(this + 0xc) = 0;
  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)