L L4D2node

CStudioHdr::pSeqdesc

0x000e2390 · 173 bytes · __thiscall

_ZN10CStudioHdr8pSeqdescEi

Decompiled

undefined (2 params)

/* CStudioHdr::pSeqdesc(int) */

int __thiscall CStudioHdr::pSeqdesc(CStudioHdr *this,int param_1)

{
  int iVar1;
  int iVar2;
  int iVar3;
  
  iVar1 = *(int *)(this + 4);
  if (param_1 < 0) {
    param_1 = 0;
  }
  else {
    if (iVar1 == 0) {
      iVar3 = *(int *)(*(int *)this + 0xbc);
    }
    else {
      iVar3 = *(int *)(iVar1 + 0x14);
    }
    if (iVar3 <= param_1) {
      param_1 = 0;
    }
  }
  if (iVar1 != 0) {
    iVar2 = GroupStudioHdr(this,*(int *)(*(int *)(iVar1 + 8) + 8 + param_1 * 0x10));
    iVar1 = *(int *)(*(int *)(*(int *)(this + 4) + 8) + 0xc + param_1 * 0x10);
    iVar3 = 0;
    if ((-1 < iVar1) && (iVar1 < *(int *)(iVar2 + 0xbc))) {
      iVar3 = iVar1 * 0xd4;
    }
    return iVar2 + iVar3 + *(int *)(iVar2 + 0xc0);
  }
  iVar1 = *(int *)this;
  iVar3 = 0;
  if ((-1 < param_1) && (param_1 < *(int *)(iVar1 + 0xbc))) {
    iVar3 = param_1 * 0xd4;
  }
  return iVar3 + *(int *)(iVar1 + 0xc0) + iVar1;
}

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)