L L4D2node

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 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)