L L4D2node

BuildAllAnimationEventIndexes

0x003faac0 · 94 bytes · __cdecl

_Z29BuildAllAnimationEventIndexesP10CStudioHdr

Decompiled

undefined (1 param)

/* BuildAllAnimationEventIndexes(CStudioHdr*) */

void BuildAllAnimationEventIndexes(CStudioHdr *param_1)

{
  int iVar1;
  mstudioseqdesc_t *pmVar2;
  int iVar3;
  
  if (param_1 != (CStudioHdr *)0x0) {
    iVar1 = CStudioHdr::GetEventListVersion(param_1);
    if (iVar1 != g_nEventListVersion) {
      iVar1 = 0;
      while( true ) {
        iVar3 = CStudioHdr::GetNumSeq(param_1);
        if (iVar3 <= iVar1) break;
        pmVar2 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,iVar1);
        SetEventIndexForSequence(pmVar2);
        iVar1 = iVar1 + 1;
      }
      CStudioHdr::SetEventListVersion(param_1,g_nEventListVersion);
    }
  }
  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)