GetSequenceName
0x003fb270 · 108 bytes · __cdecl
_Z15GetSequenceNameP10CStudioHdri
Decompiled
undefined (2 params)
/* GetSequenceName(CStudioHdr*, int) */
char * GetSequenceName(CStudioHdr *param_1,int param_2)
{
int iVar1;
if ((param_1 == (CStudioHdr *)0x0) || (param_2 < 0)) {
if (param_1 == (CStudioHdr *)0x0) {
return "Unknown";
}
}
else {
iVar1 = CStudioHdr::GetNumSeq(param_1);
if (param_2 < iVar1) {
iVar1 = CStudioHdr::pSeqdesc(param_1,param_2);
return (char *)(iVar1 + *(int *)(iVar1 + 4));
}
}
Msg("Bad sequence in GetSequenceName() for model \'%s\'!\n",*(int *)param_1 + 0xc);
return "Unknown";
}
SourceMod gamedata
paste intoaddons/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.
Signatures + Functions block. The plugin uses
DHookCreateFromConf - DHooks reads return type, this-type,
calling convention, and argument types straight from the gamedata. Less
boilerplate in the plugin, types travel with the gamedata.
Gamedata KeyValues
DHooks plugin example
Type inference is best-effort from the C signature - sanity-check the DHooks types before shipping.