L L4D2node

studiohdr_t::GetTransition

0x000e1bf0 · 48 bytes · __thiscall

_ZNK11studiohdr_t13GetTransitionEii

Decompiled

undefined (3 params)

/* studiohdr_t::GetTransition(int, int) const */

int __thiscall studiohdr_t::GetTransition(studiohdr_t *this,int param_1,int param_2)

{
  if (*(int *)(this + 0x150) == 0) {
    param_2 = (int)(byte)this[*(int *)(this + 0xfc) +
                              (param_1 + -1) * *(int *)(this + 0xf8) + param_2 + -1];
  }
  return param_2;
}

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)