L L4D2node

CStudioHdr::CActivityToSequenceMapping::SelectWeightedSequence

0x003faba0 · 536 bytes · __thiscall

_ZN10CStudioHdr26CActivityToSequenceMapping22SelectWeightedSequenceEPS_ii

Decompiled

undefined (4 params)

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

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

{
  undefined4 *puVar1;
  short *psVar2;
  char cVar3;
  int iVar4;
  uint uVar5;
  int iVar6;
  int iVar7;
  uint uVar8;
  short *psVar9;
  short *psVar10;
  uint uVar11;
  int *piVar12;
  uint local_20;
  
  if (((-1 < param_3) && (iVar4 = pSeqdesc(param_1,param_3), *(int *)(iVar4 + 0x10) == param_2)) &&
     (*(int *)(iVar4 + 0x14) < 0)) {
    return param_3;
  }
  cVar3 = SequencesAvailable(param_1);
  if (cVar3 == '\0') {
    return -1;
  }
  iVar4 = GetNumSeq(param_1);
  if (iVar4 == 1) {
    return -1;
  }
  cVar3 = ValidateAgainst(this,param_1);
  if (cVar3 == '\0') {
    if (SelectWeightedSequence(CStudioHdr*,int,int)::__executeCount < 1) {
      SelectWeightedSequence(CStudioHdr*,int,int)::__executeCount =
           SelectWeightedSequence(CStudioHdr*,int,int)::__executeCount + 1;
      cVar3 = Plat_IsInDebugSession(0);
      if (cVar3 != '\0') {
        raise(5);
      }
    }
    Reinitialize(this,param_1);
  }
  if (*(int *)this == 0) {
    return -1;
  }
  uVar5 = HashInt(param_2);
  if (this[0x1e] == (CActivityToSequenceMapping)0x0) {
    local_20 = *(uint *)(this + 0x14);
    uVar5 = uVar5 % local_20;
  }
  else {
    uVar5 = uVar5 & *(uint *)(this + 0x20);
    local_20 = *(uint *)(this + 0x14);
  }
  puVar1 = (undefined4 *)(*(int *)(this + 8) + uVar5 * 0x14);
  uVar8 = puVar1[3];
  if ((int)uVar8 < 1) {
    if (uVar8 == 0) {
LAB_003fac8b:
      uVar8 = 0xffff;
      uVar5 = 0xffff;
      goto LAB_003fac9a;
    }
LAB_003fad56:
    uVar11 = 0;
  }
  else {
    piVar12 = (int *)*puVar1;
    if (param_2 == *piVar12) goto LAB_003fad56;
    uVar11 = 0;
    do {
      piVar12 = piVar12 + 4;
      uVar11 = uVar11 + 1;
      if (uVar11 == uVar8) goto LAB_003fac8b;
    } while (param_2 != *piVar12);
  }
  uVar8 = uVar11 & 0xffff;
  uVar5 = (uVar5 << 0x10 | uVar11) >> 0x10;
LAB_003fac9a:
  if (((int)local_20 <= (int)uVar5) ||
     (piVar12 = (int *)(*(int *)(this + 8) + uVar5 * 0x14), piVar12[3] <= (int)uVar8)) {
    return -1;
  }
  iVar4 = uVar8 * 0x10 + *piVar12;
  if (CBaseEntity::m_pPredictionPlayer == 0) {
    iVar6 = RandomInt(0,*(int *)(iVar4 + 0xc) + -1);
  }
  else {
    iVar6 = SharedRandomInt("SelectWeightedSequence",0,*(int *)(iVar4 + 0xc) + -1,0);
  }
  psVar2 = (short *)(*(int *)this + *(int *)(iVar4 + 4) * 4);
  iVar7 = (int)psVar2[1];
  psVar10 = psVar2;
  if (iVar7 <= iVar6) {
    do {
      if (psVar2 + *(int *)(iVar4 + 8) * 2 <= psVar10) break;
      psVar9 = psVar10 + 2;
      iVar6 = iVar6 - iVar7;
      iVar7 = (int)psVar10[3];
      psVar10 = psVar9;
    } while (iVar7 <= iVar6);
  }
  return (int)*psVar10;
}

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)