CFlexAnimationTrack::SetFlexControllerName
0x00ba3850 · 76 bytes · __thiscall
_ZN19CFlexAnimationTrack21SetFlexControllerNameEPKc
Decompiled
undefined (2 params)
/* CFlexAnimationTrack::SetFlexControllerName(char const*) */
void __thiscall CFlexAnimationTrack::SetFlexControllerName(CFlexAnimationTrack *this,char *param_1)
{
int iVar1;
char *pcVar2;
if (*(void **)(this + 4) != (void *)0x0) {
operator_delete__(*(void **)(this + 4));
}
iVar1 = _V_strlen(param_1);
pcVar2 = operator_new__(iVar1 + 1U);
*(char **)(this + 4) = pcVar2;
V_strncpy(pcVar2,param_1,iVar1 + 1U);
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.