L L4D2node

CStudioHdr::CActivityToSequenceMapping::GetSequences

0x000e3dd0 · 223 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMapping12GetSequencesEiPiS1_

Decompiled

undefined (4 params)

/* CStudioHdr::CActivityToSequenceMapping::GetSequences(int, int*, int*) */

int __thiscall
CStudioHdr::CActivityToSequenceMapping::GetSequences
          (CActivityToSequenceMapping *this,int param_1,int *param_2,int *param_3)

{
  undefined4 *puVar1;
  int iVar2;
  int iVar3;
  uint uVar4;
  uint uVar5;
  uint uVar6;
  int iVar7;
  int *piVar8;
  uint local_20;
  
  uVar4 = HashInt(param_1);
  if (this[0x1e] == (CActivityToSequenceMapping)0x0) {
    local_20 = *(uint *)(this + 0x14);
    uVar4 = uVar4 % local_20;
  }
  else {
    uVar4 = uVar4 & *(uint *)(this + 0x20);
    local_20 = *(uint *)(this + 0x14);
  }
  puVar1 = (undefined4 *)(*(int *)(this + 8) + uVar4 * 0x14);
  uVar6 = puVar1[3];
  if ((int)uVar6 < 1) {
    if (uVar6 == 0) {
LAB_000e3e2f:
      uVar6 = 0xffff;
      uVar4 = 0xffff;
      if ((int)local_20 < 0x10000) {
        return 0;
      }
      goto LAB_000e3e6e;
    }
LAB_000e3e4f:
    uVar5 = 0;
  }
  else {
    piVar8 = (int *)*puVar1;
    if (param_1 == *piVar8) goto LAB_000e3e4f;
    uVar5 = 0;
    do {
      piVar8 = piVar8 + 4;
      uVar5 = uVar5 + 1;
      if (uVar5 == uVar6) goto LAB_000e3e2f;
    } while (param_1 != *piVar8);
  }
  uVar6 = uVar5 & 0xffff;
  uVar4 = (uVar4 << 0x10 | uVar5) >> 0x10;
  if ((int)local_20 <= (int)uVar4) {
    return 0;
  }
LAB_000e3e6e:
  piVar8 = (int *)(*(int *)(this + 8) + uVar4 * 0x14);
  if (piVar8[3] <= (int)uVar6) {
    return 0;
  }
  iVar7 = uVar6 * 0x10 + *piVar8;
  iVar2 = *(int *)this;
  iVar3 = *(int *)(iVar7 + 4);
  *param_2 = *(int *)(iVar7 + 8);
  *param_3 = *(int *)(iVar7 + 0xc);
  return iVar2 + iVar3 * 4;
}

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)