L L4D2node

SetEventIndexForSequence

0x003fa9d0 · 174 bytes · __cdecl

_Z24SetEventIndexForSequenceR16mstudioseqdesc_t

Decompiled

undefined (1 param)

/* SetEventIndexForSequence(mstudioseqdesc_t&) */

void SetEventIndexForSequence(mstudioseqdesc_t *param_1)

{
  int iVar1;
  mstudioseqdesc_t *pmVar2;
  int iVar3;
  uint uVar4;
  undefined4 uVar5;
  int iVar6;
  int iVar7;
  
  if ((param_1 != (mstudioseqdesc_t *)0x0) &&
     (*(uint *)(param_1 + 0xc) = *(uint *)(param_1 + 0xc) | 0x2000, 0 < *(int *)(param_1 + 0x18))) {
    iVar7 = 0;
    iVar6 = 0;
    pmVar2 = param_1 + *(int *)(param_1 + 0x1c);
    if (pmVar2 != (mstudioseqdesc_t *)0x0) goto LAB_003faa14;
LAB_003faa00:
    iVar6 = iVar6 + 1;
    if (iVar6 < *(int *)(param_1 + 0x18)) {
      while( true ) {
        iVar7 = iVar7 + 0x50;
        pmVar2 = param_1 + *(int *)(param_1 + 0x1c) + iVar7;
        if (pmVar2 == (mstudioseqdesc_t *)0x0) break;
LAB_003faa14:
        if (((byte)pmVar2[9] & 4) == 0) break;
        iVar1 = *(int *)(pmVar2 + 0x4c);
        iVar3 = EventList_IndexForName((char *)(pmVar2 + iVar1));
        if (iVar3 == -1) {
          uVar5 = EventList_RegisterPrivateEvent((char *)(pmVar2 + iVar1));
          *(undefined4 *)(pmVar2 + 4) = uVar5;
          break;
        }
        *(int *)(pmVar2 + 4) = iVar3;
        iVar6 = iVar6 + 1;
        uVar4 = EventList_GetEventType(iVar3);
        *(uint *)(pmVar2 + 8) = *(uint *)(pmVar2 + 8) | uVar4;
        if (*(int *)(param_1 + 0x18) <= iVar6) {
          return;
        }
      }
      goto LAB_003faa00;
    }
  }
  return;
}

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)