L L4D2node

GetSequenceActivityName

0x003fb2f0 · 108 bytes · __cdecl

_Z23GetSequenceActivityNameP10CStudioHdri

Decompiled

undefined (2 params)

/* GetSequenceActivityName(CStudioHdr*, int) */

char * GetSequenceActivityName(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 + 8));
    }
  }
  Msg("Bad sequence in GetSequenceActivityName() for model \'%s\'!\n",*(int *)param_1 + 0xc);
  return "Unknown";
}

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)