L L4D2node

SetActivityForSequence

0x003fb370 · 220 bytes · __cdecl

_Z22SetActivityForSequenceP10CStudioHdri

Decompiled

undefined (2 params)

/* SetActivityForSequence(CStudioHdr*, int) */

void SetActivityForSequence(CStudioHdr *param_1,int param_2)

{
  int iVar1;
  char *pcVar2;
  int iVar3;
  undefined4 uVar4;
  
  iVar1 = CStudioHdr::pSeqdesc(param_1,param_2);
  *(uint *)(iVar1 + 0xc) = *(uint *)(iVar1 + 0xc) | 0x1000;
  pcVar2 = (char *)GetSequenceActivityName(param_1,param_2);
  if (*pcVar2 == '\0') {
    return;
  }
  iVar3 = ActivityList_IndexForName(pcVar2);
  if (iVar3 != -1) {
    *(int *)(iVar1 + 0x10) = iVar3;
    return;
  }
  if (1 < *(int *)(developer._28_4_ + 0x30)) {
    iVar3 = StringAfterPrefix((char *)(*(int *)param_1 + 0xc),"infected/witch");
    if (iVar3 == 0) {
      iVar3 = StringAfterPrefix((char *)(*(int *)param_1 + 0xc),"infected/common");
      if ((iVar3 == 0) && (SetActivityForSequence(CStudioHdr*,int)::__executeCount < 0x42)) {
        SetActivityForSequence(CStudioHdr*,int)::__executeCount =
             SetActivityForSequence(CStudioHdr*,int)::__executeCount + 1;
        DevWarning(2,"Model %s tried to reference unregistered activity: %s \n",
                   *(int *)param_1 + 0xc,pcVar2);
      }
    }
  }
  uVar4 = ActivityList_RegisterPrivateActivity(pcVar2);
  *(undefined4 *)(iVar1 + 0x10) = uVar4;
  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)