HasAnimationEventOfType
0x003fb560 · 127 bytes · __cdecl
_Z23HasAnimationEventOfTypeP10CStudioHdrii
Decompiled
undefined (3 params)
/* HasAnimationEventOfType(CStudioHdr*, int, int) */
undefined4 HasAnimationEventOfType(CStudioHdr *param_1,int param_2,int param_3)
{
mstudioseqdesc_t *pmVar1;
int iVar2;
mstudioseqdesc_t *pmVar3;
mstudioseqdesc_t *pmVar4;
if (((param_1 != (CStudioHdr *)0x0) && (iVar2 = CStudioHdr::GetNumSeq(param_1), param_2 < iVar2))
&& (pmVar3 = (mstudioseqdesc_t *)CStudioHdr::pSeqdesc(param_1,param_2),
pmVar3 != (mstudioseqdesc_t *)0x0)) {
if (((byte)pmVar3[0xd] & 0x20) == 0) {
SetEventIndexForSequence(pmVar3);
}
pmVar4 = pmVar3 + *(int *)(pmVar3 + 0x1c);
if ((pmVar4 != (mstudioseqdesc_t *)0x0) && (0 < *(int *)(pmVar3 + 0x18))) {
if (*(int *)(pmVar4 + 4) != param_3) {
iVar2 = 0;
do {
iVar2 = iVar2 + 1;
if (iVar2 == *(int *)(pmVar3 + 0x18)) {
return 0;
}
pmVar1 = pmVar4 + 0x54;
pmVar4 = pmVar4 + 0x50;
} while (*(int *)pmVar1 != param_3);
}
return 1;
}
}
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.