L L4D2node

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 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)