CFlexAnimationTrack::AddSample
0x00ba9a70 · 85 bytes · __thiscall
_ZN19CFlexAnimationTrack9AddSampleEffi
Decompiled
undefined (4 params)
/* CFlexAnimationTrack::AddSample(float, float, int) */
int __thiscall
CFlexAnimationTrack::AddSample(CFlexAnimationTrack *this,float param_1,float param_2,int param_3)
{
CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *this_00;
int iVar1;
float local_16;
float local_12;
undefined2 local_e;
local_12 = param_1;
local_e = 0;
this_00 = (CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *)
(this + param_3 * 0x14 + 0x10);
local_16 = param_2;
iVar1 = CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>>::InsertBefore
(this_00,*(int *)(this_00 + 0xc),(CExpressionSample *)&local_16);
return *(int *)this_00 + iVar1 * 10;
}
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.