GotoSequence
0x003fb920 · 651 bytes · __cdecl
_Z12GotoSequenceP10CStudioHdriffiRiRfS1_
Decompiled
undefined (8 params)
/* GotoSequence(CStudioHdr*, int, float, float, int, int&, float&, int&) */
uint GotoSequence(CStudioHdr *param_1,int param_2,float param_3,float param_4,int param_5,
int *param_6,float *param_7,int *param_8)
{
uint uVar1;
int iVar2;
int iVar3;
int iVar4;
int iVar5;
undefined4 uVar6;
undefined4 uVar7;
int local_20;
if ((((param_1 == (CStudioHdr *)0x0) ||
(uVar1 = CStudioHdr::SequencesAvailable(param_1), (char)uVar1 == '\0')) || (param_2 < 0)) ||
(((iVar2 = CStudioHdr::GetNumSeq(param_1), iVar2 <= param_2 || (param_5 < 0)) ||
(iVar2 = CStudioHdr::GetNumSeq(param_1), iVar2 <= param_5)))) {
return 0;
}
iVar2 = CStudioHdr::EntryNode(param_1,param_2);
if ((iVar2 != 0) && (iVar2 = CStudioHdr::EntryNode(param_1,param_5), iVar2 != 0)) {
local_20 = CStudioHdr::ExitNode(param_1,param_2);
iVar2 = CStudioHdr::EntryNode(param_1,param_2);
iVar3 = CStudioHdr::ExitNode(param_1,param_2);
if (iVar2 != iVar3) {
if ((param_4 <= 0.0) || (param_3 < 0.999)) {
if (0.0 <= param_4) {
return 0;
}
if (0.001 < param_3) {
return 0;
}
local_20 = CStudioHdr::EntryNode(param_1,param_2);
}
else {
local_20 = CStudioHdr::ExitNode(param_1,param_2);
}
}
iVar2 = CStudioHdr::EntryNode(param_1,param_5);
if (local_20 != iVar2) {
iVar2 = CStudioHdr::EntryNode(param_1,param_5);
iVar2 = CStudioHdr::GetTransition(param_1,local_20,iVar2);
if (iVar2 != 0) {
iVar3 = 0;
while( true ) {
iVar4 = CStudioHdr::GetNumSeq(param_1);
if (iVar4 <= iVar3) {
iVar2 = CStudioHdr::EntryNode(param_1,param_5);
uVar6 = CStudioHdr::pszNodeName(param_1,iVar2);
uVar7 = CStudioHdr::pszNodeName(param_1,local_20);
DevMsg(2,"error in transition graph: %s to %s\n",uVar7,uVar6);
return 0;
}
iVar4 = CStudioHdr::pSeqdesc(param_1,iVar3);
iVar5 = CStudioHdr::EntryNode(param_1,iVar3);
if ((local_20 == iVar5) && (iVar5 = CStudioHdr::ExitNode(param_1,iVar3), iVar2 == iVar5))
break;
if (((*(int *)(iVar4 + 0x78) != 0) &&
(iVar4 = CStudioHdr::ExitNode(param_1,iVar3), local_20 == iVar4)) &&
(iVar4 = CStudioHdr::EntryNode(param_1,iVar3), iVar2 == iVar4)) {
*param_8 = -1;
*param_7 = 0.999;
*param_6 = iVar3;
return uVar1 & 0xff;
}
iVar3 = iVar3 + 1;
}
*param_8 = 1;
*param_7 = 0.0;
*param_6 = iVar3;
return uVar1 & 0xff;
}
}
}
*param_8 = 1;
*param_7 = 0.0;
*param_6 = param_5;
return uVar1;
}
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.