IndexModelSequences
0x003fb460 · 107 bytes · __cdecl
_Z19IndexModelSequencesP10CStudioHdr
Decompiled
undefined (1 param)
/* IndexModelSequences(CStudioHdr*) */
void IndexModelSequences(CStudioHdr *param_1)
{
char cVar1;
mstudioseqdesc_t *pmVar2;
int iVar3;
int iVar4;
if (param_1 != (CStudioHdr *)0x0) {
cVar1 = CStudioHdr::SequencesAvailable(param_1);
iVar4 = 0;
if (cVar1 != '\0') {
while( true ) {
iVar3 = CStudioHdr::GetNumSeq(param_1);
if (iVar3 <= iVar4) break;
SetActivityForSequence(param_1,iVar4);
pmVar2 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,iVar4);
SetEventIndexForSequence(pmVar2);
iVar4 = iVar4 + 1;
}
CStudioHdr::SetActivityListVersion(param_1,g_nActivityListVersion);
return;
}
}
return;
}
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.