FindTransitionSequence
0x003fb720 · 479 bytes · __cdecl
_Z22FindTransitionSequenceP10CStudioHdriiPi
Decompiled
undefined (4 params)
/* FindTransitionSequence(CStudioHdr*, int, int, int*) */
int FindTransitionSequence(CStudioHdr *param_1,int param_2,int param_3,int *param_4)
{
char cVar1;
int iVar2;
int iVar3;
int iVar4;
undefined4 uVar5;
undefined4 uVar6;
int iVar7;
int local_20;
if ((((param_1 == (CStudioHdr *)0x0) ||
(cVar1 = CStudioHdr::SequencesAvailable(param_1), cVar1 == '\0')) || (param_2 < 0)) ||
(((iVar2 = CStudioHdr::GetNumSeq(param_1), iVar2 <= param_2 || (param_3 < 0)) ||
(iVar2 = CStudioHdr::GetNumSeq(param_1), iVar2 <= param_3)))) {
return param_3;
}
iVar2 = CStudioHdr::EntryNode(param_1,param_2);
if ((iVar2 != 0) && (iVar2 = CStudioHdr::EntryNode(param_1,param_3), iVar2 != 0)) {
if (*param_4 < 1) {
local_20 = CStudioHdr::EntryNode(param_1,param_2);
}
else {
local_20 = CStudioHdr::ExitNode(param_1,param_2);
}
iVar2 = CStudioHdr::EntryNode(param_1,param_3);
if (local_20 != iVar2) {
iVar7 = 0;
iVar2 = CStudioHdr::EntryNode(param_1,param_3);
iVar2 = CStudioHdr::GetTransition(param_1,local_20,iVar2);
if (iVar2 == 0) {
return param_3;
}
while( true ) {
iVar3 = CStudioHdr::GetNumSeq(param_1);
if (iVar3 <= iVar7) {
iVar2 = CStudioHdr::EntryNode(param_1,param_3);
uVar5 = CStudioHdr::pszNodeName(param_1,iVar2);
uVar6 = CStudioHdr::pszNodeName(param_1,local_20);
DevMsg(2,"error in transition graph: %s to %s\n",uVar6,uVar5);
return param_3;
}
iVar3 = CStudioHdr::pSeqdesc(param_1,iVar7);
iVar4 = CStudioHdr::EntryNode(param_1,iVar7);
if ((local_20 == iVar4) && (iVar4 = CStudioHdr::ExitNode(param_1,iVar7), iVar2 == iVar4))
break;
if (((*(int *)(iVar3 + 0x78) != 0) &&
(iVar3 = CStudioHdr::ExitNode(param_1,iVar7), local_20 == iVar3)) &&
(iVar3 = CStudioHdr::EntryNode(param_1,iVar7), iVar2 == iVar3)) {
*param_4 = -1;
return iVar7;
}
iVar7 = iVar7 + 1;
}
*param_4 = 1;
return iVar7;
}
}
*param_4 = 1;
return param_3;
}
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.