GetSequenceFlags
0x003fb510 · 74 bytes · __cdecl
_Z16GetSequenceFlagsP10CStudioHdri
Decompiled
undefined (2 params)
/* GetSequenceFlags(CStudioHdr*, int) */
undefined4 GetSequenceFlags(CStudioHdr *param_1,int param_2)
{
char cVar1;
int iVar2;
if ((((param_1 != (CStudioHdr *)0x0) &&
(cVar1 = CStudioHdr::SequencesAvailable(param_1), cVar1 != '\0')) && (-1 < param_2)) &&
(iVar2 = CStudioHdr::GetNumSeq(param_1), param_2 < iVar2)) {
iVar2 = CStudioHdr::pSeqdesc(param_1,param_2);
return *(undefined4 *)(iVar2 + 0xc);
}
return 0;
}
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.