L L4D2node

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 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)