L L4D2node

CStudioHdr::GetTransition

0x000e2870 · 49 bytes · __thiscall

_ZNK10CStudioHdr13GetTransitionEii

Decompiled

undefined (3 params)

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

uint __thiscall CStudioHdr::GetTransition(CStudioHdr *this,int param_1,int param_2)

{
  int iVar1;
  
  if (*(int *)(this + 4) != 0) {
    return param_2;
  }
  iVar1 = *(int *)this;
  return (uint)*(byte *)(param_2 + iVar1 + (param_1 + -1) * *(int *)(iVar1 + 0xf8) +
                         *(int *)(iVar1 + 0xfc) + -1);
}

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)