L L4D2node

CFlexAnimationTrack::RemoveSample

0x00ba9d60 · 56 bytes · __thiscall

_ZN19CFlexAnimationTrack12RemoveSampleEii

Decompiled

undefined (3 params)

/* CFlexAnimationTrack::RemoveSample(int, int) */

void __thiscall CFlexAnimationTrack::RemoveSample(CFlexAnimationTrack *this,int param_1,int param_2)

{
  CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *this_00;
  
  this_00 = (CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>> *)
            (this + param_2 * 0x14 + 0x10);
  CUtlVector<CExpressionSample,CUtlMemory<CExpressionSample,int>>::ShiftElementsLeft
            (this_00,param_1,1);
  *(int *)(this_00 + 0xc) = *(int *)(this_00 + 0xc) + -1;
  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)