CStudioHdr::SequencesAvailable
0x000e2070 · 67 bytes · __thiscall
_ZNK10CStudioHdr18SequencesAvailableEv
Decompiled
undefined (1 param)
/* CStudioHdr::SequencesAvailable() const */
bool __thiscall CStudioHdr::SequencesAvailable(CStudioHdr *this)
{
virtualmodel_t *pvVar1;
int iVar2;
bool bVar3;
bVar3 = true;
if ((*(int *)(*(studiohdr_t **)this + 0x150) != 0) && (*(int *)(this + 4) == 0)) {
pvVar1 = (virtualmodel_t *)studiohdr_t::GetVirtualModel(*(studiohdr_t **)this);
iVar2 = ResetVModel(this,pvVar1);
bVar3 = iVar2 != 0;
}
return bVar3;
}
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.